May 3, 2017

STARDROP Preparing For Early Access

Its happening...STARDROP comes on Steam as Early Access.

Below, I'll just provide a quote from Joure:

STARDROP will launch into Early Access much sooner then initially planned. The game will Launch into Early Access on June 1st, 6 AM PDT.
 
There are multiple reasons as to why some of the more important factors are how Steam deals with Early Access games and also how the new Steam Discovery 2.0 has changed the way games are being shown across the Steam store.

I believe that launching the game now will enable us to grow our audience. We'll be able to regularly show off updates and also incredibly important we will be able to tap into the player base's feedback. These can be bugs or simply just suggestions and by showing our community that we listen to them and regularly update it will strengthen the relationship between the two parties which is something that's still incredibly important to us.
 
On top of that we hope that with some more financial backings we can do even more regarding the game's development. It's incredibly hard to judge how well we'll do when we launch into Early Access but it's not our biggest focus. Obviously the better we do the more we'll be able to pull off in terms of quality and content.
 
In short I believe this move will be worth it in the long term and will be another means for us to get the game out there and build up a reputation. 
New Communication Channels
Right now myself and other team members have been preparing for the transition to Early Access and have set up a few new channels of communication that we'll be using to increase community involvement and overall feedback.
 

STARDROP Public Discord Channel: 

We've set up a public Discord Channel where people can join and hang out with us. I'm always online on Discord and will be able to answer questions or just have a chat. It's probably the most direct way of communicating to us that we're able to offer.
 

Public Trello Board: 

I've set up a public Trello Board so that tickets can be added by the community. Feature requests, bugs and other kinds of feedback can be posted on there. I will take a look at these and depending on which tickets are the most requested try to respond appropriately. Of course it's important to note that I have my own development schedule and will be committed to that first. But it will influence how I plan development depending on the requests / feedback provided.
STARDROP Updates 
In preparation for Early  Access I've been busy implementing and fine-tuning existing gameplay features. I will go over some of the more important ones in this post.
 

DataPad Map System

I have implemented a map system into the game. You will be able to see a good chunk of the current area that you're in at any time. The idea behind it is to aid the player enough so that he or she won't feel completely lost.

The map displays location names and will show points of interest. These are illustrated by red dots and they can be anything ranging from a computer interface to a DataPad containing a log. It was important to me that players been given an extra layer of information for them to find their way.

Green dots indicate Data Save Stations and the yellow dot is the player him/herself.

That said, I am always able to hide certain objects and complete areas where I see fit. Hiding objects are reserved for secrets and easter eggs. I will never hide an object that is important to the main mission. I will hide areas however when the player isn't able to reach them yet. 

These areas can include secret areas as well. For instance, before you enter the SD-01 (the first ship in the game) it won't show up on your map until you open the airlock doors and can go on board.

I have thought about a system where only the rooms you've been in would show up but to me that was going against the idea of a map system helping the player so I opted to selectively hide certain areas personally where it makes sense.

Below you can see how the map currently looks in-game. The map system is not yet finalized in terms of how it looks and I most likely will attempt to refine it at some point.
 

 
 

DataPad Remote Android Control Override 

I've been wanting to add this feature for a long time and it's now pretty much fully implemented. At one point in the game You will be able to unlock this new feature and be able to control certain androids through your DataPad.
 


 
The system is based on range and you'll need to be within a certain radius to establish a direct connection. This new feature adds another layer of gameplay and opens up new ways to add small puzzle features. It also just adds depth to the game in general and I have thought about a number of ways to keep things interesting while exploring the STARDROP and figure out how to progress.
 
Below is a screenshot taken while directly controlling one of the androids.

 

Forcefield System

I've implemented a new Forcefield system. There are two types of forcefields. The first is a standard forcefield that blocks the player from entering certain areas. As with the new Android Remote Control system the forcefield adds yet another layer of gameplay and opens up new and interesting ways to add more puzzle elements to the game.
 
You will need to set the the correct frequencies between two control panels to shut down a forcefield. Getting to the control panels might not be as easy as it sounds. They might be hidden away, or you might need the aid of an android to be able to reach it.
 
The second type of forcefield is meant to keep out androids from wandering outside their designated areas. These forcefields however won't block off Aryn, instead they will fade out if you get close enough.
 

 

Main Menu Overhaul

The game's main menu has gotten an extensive overhaul. I've kept it being dynamic so it changes depending on which part of the game you're at. You can see below what the new menu looks like.
 

 


 

STARDROP DEMO UPDATED

To make sure that people get a proper impression of the game in it's current state I have updated the demo of the game to reflect this. Some of these new features such as the map system and the main menu overhaul as well as other updated game mechanics are all present in this new version. Content wise the demo remains the same yet in the future I will add in one more side mission once it's finished.
 
I hope that with this update I will have gotten everyone up to date and am looking forward to continue to push new content out and working towards finishing the game and it's story conclusion. 
 
Thank you for reading, 
Joure

Apr 3, 2017

Sven Co-op: More survival maps are available on public release candidate build.

Orphanage's map tweaks are finally official and available for testing on public release candidate build.











The next update brings you more fixes for HLSP campaign, updated scripts and of course, more Survival gamemode on official maps.

Here is the changelog for the maps I tweaked\adjusted for Survival gamemode:

BlackMesaEPF:
-Added Survival gamemode with 3 checkpoints.

Crystal:
-Added Survival gamemode with bunch of checkpoints.
[Crystal1]
-Reduced amount of AP, HP you'll be getting from charger\health stations.
-Picked up batteries gives you less AP than default number.
[Crystal2]
-Added 2 medkits to boss arena.
-Picked up batteries gives you less AP than default number.
-Changed fall damage system. You will lose 10 HP per each fall.
-Buffed up Tor's damage output.

DangerOfCollapse(sc_doc):
-Added Survival gamemode with 3 checkpoints.
-Reduced amount of AP, HP you'll be getting from charger\health stations.
-Picked up batteries gives you less AP than default number.

Half-Life: Uplink:
-Added Survival gamemode with 2 checkpoints.

Infested:
-Added Survival gamemode with bunch of checkpoints.
[Infested1]
-Squeak nests will spawn in in room with soda machine instead of snarks itself.
-Reduced all Gonome, Zombies, Voltigore HP.
[Infested2]
-Fixed Robo Grunts attacking Turrets and Turrets attacking Robo Grunts.
-Reduced all Gonome, Zombies, Voltigore HP.
-Fixed scientist scripted sequence getting broken if you mess around him.
-Reduced genetically modified Gonome HP to 1500.
-Button opening capsule where genetically modified Gonome is can be used only once.(Prevents people quietly getting rid of that Gonome by trapping him inside of that capsule again.)
-Self destruct time has been reduced to 4 minutes.
-Added 2 more female assassins near escape train.

Intruder:
-Added Survival gamemode with 3 checkpoints.
-Added ammo boxes in room just before boss.
-Reduced guard's checkpoint doors speed.
-Added crush damage to these doors to prevent players getting stuck between these doors.
-Gave 9999 HP to scripted scientist so players will not break the map by shooting that guy with charged Gauss shot.

Last Stand:
-Added Survival gamemode with at least 1 checkpoint on each map(4 maps).
[Last1]
-Players can no longer attack friendly NPC's.

Persia:
-Added Survival gamemode with 3 checkpoints.
-Added rope to first balcony.
-Adjusted players weapon damage output.
-Made one door breakable to prevent players getting stuck and\or NPC's blocking door.
-Moved few sandbags around to prevent players getting stuck.
-Players can no longer attack friendly NPC's.
-All NPC's drops their weapons upon death.(Except of M16.)

Toonrun:
-Added Survival gamemode with few checkpoints.
[Toonrun1]
-Set "TOUCH ONLY" properties on sniper rifle on top of mouse trap. Should kinda fix players getting that weapon for a little while.

Yabma:
-Fixed some NPC's not spawning because of dead bodies blocking their spawn.

What is Survival gamemode?

A somewhat challenging gamemode where you got only one life and where you must pay attention to your ammo, armor, health, awareness and such.

If you die, you can be revived by teammate's medkit, if you die in brutal way(gibbed), then you will have to wait for the checkpoint to respawn.

A good way for self training and understanding every single mechanic of Sven Co-op game.
Here is the video of one of recompiled maps by me with Survival gamemode implemented:


That said, I am quite pleased with upcoming update and hopefully I can add more Survival gamemode in other maps.

How to switch to public release candidate build?

Open your Steam library, find Sven Co-op, press right mouse button on it, then press properties. In new window, click "Betas", then select from dropdown menu Release Candidate Public. 
You should get notified about successfully opting into beta build and Steam should download an new build and then you can take a look on stuff.

Thank you for reading and good luck in future.
-Orphanage