[D.I.E.] DRIFT INTO ETERNITY

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[D.I.E.] DRIFT INTO ETERNITY

Post by WABSTUDIO »

===================== Greetings everybody! We Are Bots Studio is a young game development studio founded during 2015. We are actually working on Hull Breach, a science-fiction game.HullBreach is an immersive First Person Survival Game. Trapped in a wrecked ship, you have to struggle to stay alive: salvage what you need to repair the damaged systems, close the many breaches slowly riping the hull open, and try to withstand your thirst and hunger while keeping your spirits up.Staying alive will be hard and this game won't go easy on you, you better bring all you got! ===================== BACKGROUND You and the rest of the crew were involved in a scientific expedition heading to Viridia, a planet far away from your system. You were supposed to collect some samples and come back, but your ship —The Wanderer IV— crashed in a rift during the landing procedure. Taking off or calling for help are not an option due to the heavy damages sustained. You have to settle there, and survive in the hope that someone will come rescue you. ===================== KEY FEATURES â€¢ Over 50 different rooms are already in the ship.• Half of the rooms are randomly generated. Every game a new ship!• Fix breaches and your environment, extinguish fires and search the ship for food and water.• Make sure to fix as many problems as you can during the day, since it will worsen every night.• Make the best out of the 63 items that are already in the game.• Try to not die from a bad wound, a devouring disease or from an alien infection. ===================== WHAT'S NEXT ? Here are the points we will try to develop in the few upcomings weeks : â€¢ Diseases system - 04/12/2015 - Will work the exact same way as the wounds system, except that you will mainly contract diseases when eating rotten food. Diseases will lower your stats over time, making you slower, weaker, and may even kill you.• Save and Load system - 11/12/2015 - You will be able to save your game state (which will include inventory, rooms positions, stats, containers states, fires, breaches, acrycine gas...). Well, basicaly the whole game. You will then be able to load your previous game from the main menu.• Health-related items - Between 4/12/2015 and 11/12/2015 - All the items that will help you fix your food and your health condition. Those items will also help you decrease the states of your wounds and your diseases.• Room specific abilities - Undefined - Those are all the specific interactions you could find in a room and all the specific rules that may apply to them. For these latter, we will have to explain them on a case-by-case basis. ===================== All the feedback will be greatly appreciated. Wish you the best ! EDIT : Hull[/url] Breach becomes Drift Into Eternity
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RE: [D.I.E.] DRIFT INTO ETERNITY

Post by Pinback »

Move this post to this forum as it's a better fit for the game. I will put a vote in for you next time I'm on Steam.
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RE: [D.I.E.] DRIFT INTO ETERNITY

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Thank you for having moved my topic in the right place. And especially thank you for your support ... it's nice and it comforts :preved:
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RE: [D.I.E.] DRIFT INTO ETERNITY

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 ===================== Hello everyone, We are Bots is proud to present you a new trailer for Hull Breach. This time, we show you a lot more gameplay and a few features that are currently work in progress and we hope it will make you more aware of what can be done in the game. Visually, the rendering for this trailer has been downgraded, so you can see the game is really bright where it should be a lot darker. That's on purpose because it was hard to understand what was happening in the action without brightness.Anyway, we think this trailer will please you and will give you a good reason to vote for us for the 2015 indie of the year awards. So take a look! Check our gameplay trailer :  We are working hard to provide you the best original experience we can achieve and we hope it will be enough to get your interest.Try the demo (alpha pre-release), take a look at the screenshots, leave us a comment and if you have any question, we will be glad to answer. =================== Of course you can still help by voting on Greenlight:[url]http://steamcommunity.com/sharedfiles/filedetails/?id=563643649[/url] Or Support us on IndieDB : Wish you the best !
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RE: [D.I.E.] DRIFT INTO ETERNITY

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Got to sit down with this for a few minutes and so far it is looking good.How does a player find breaches or components that are damaged on the ship? The ship tends to almost be a maze if your closing all of the doors and airlocks as you move about if you take into account that intro message about breaches. So how does a player navigate the different floors to specifically find rooms if they all look the same? Does the player eventually get a floor plan?I ask this because you are a member of this ship so you generally should know the layout, having a player wander about the ship no knowing where anything is isn't really accurate.Are there ways to enhance a players suit? To slow the rate of food, water, and morale drops?
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RE: [D.I.E.] DRIFT INTO ETERNITY

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Got to sit down with this for a few minutes and so far it is looking good.How does a player find breaches or components that are damaged on the ship? The ship tends to almost be a maze if your closing all of the doors and airlocks as you move about if you take into account that intro message about breaches. So how does a player navigate the different floors to specifically find rooms if they all look the same? Does the player eventually get a floor plan?I ask this because you are a member of this ship so you generally should know the layout, having a player wander about the ship no knowing where anything is isn't really accurate.Are there ways to enhance a players suit? To slow the rate of food, water, and morale drops? Hi Darkone! Thanks for your feedback. Indeed we are releasing the 0.78 in a few hours, and there are maps "You are here" everywhere so you won't be lost anymore. For the "Breach searching", you are still on your own to find them, but that's something we are working on. Don't forget it's still an alpha pre-release, a lot of things must be added over the year to come.Even the rate of time is something that can change, but for the moment we are happy with the 9mn = 1 day. It makes hunger/thirst diminish rapidly, but hey, it's really easy to make a huge stock of them. Morale is more a problem for the player. :preved: Best regard. 
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RE: [D.I.E.] DRIFT INTO ETERNITY

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[/url] Hello everyone,We are happy to share the good news: "Hull Breach" has successfully been greenlighted by the Steam Community in only two weeks. We wish to thank, with our whole heart, all those who have ensured the success of our project. For thooses who dont like to read you can check "What is Hull Breach" in 15 secondes. Enjoy!  In Hull Breach, you play a crewmember of a distress spaceship, crashed on an unknown and unfriendly planet. As time passes, your chances of survival grow slimmer and your only objective is to die as late as possible. The only thing that can make you die is when your health equal zero. But there are numerous things that can lower your health, so a lot of ways to die:1) Hunger/Thirst. Space is beautiful, but there are not many flying sandwiches and soda in there, which is... kinda annoying for starving survivors.2) Oxygen. As we all know, trying to breathe CO2 is not a good way to fill your lungs.3) Morale. Maybe there is no one to care about your mood, but neglecting your mental health will only make the situation worse.4) Fire. If you don't maintain your ship in good conditions, it will decay rapidly, and chances of starting a fire will increase. And as you probably know: fire is not good for your body. So take your wrench and prevent everything you can from deterioration.5) Acrycine. Every night, a random number of breaches will spawn, letting the poisonous atmosphere of the planet get into the ship. This poison is known as "Acrycine", and it will slowly but assuredly kill you. Fix thoses breaches, recycle the air, and hold your breath during the process (you can't hold for that long, just try to find a room without any danger and close the doors!)6) Wounds. There are many ways to hurt yourself: repairing machines, breathing acrycine or staying in a fire are some of many ways to damage your organs. A wound will not kill you instantly but it will grant you stackable maluses and make survival a lot harder. Also, if you don't heal it, it might get worse and worse, and at some point finally kill you.7) Diseases. Sometimes, your body will fail you, but not because of a damaged organ. Because it's a very delicate balance to be healthy, you can sometimes wake up with a bad cold, a flu, a headache and so on... Like wounds, it won't kill you instantly but it can worsen over time and leave you shivering on the floor, waiting for death to come as quick as possible. Beware of what you eat & drink. Rotten food can kill you with enough time.

Work in progress beyond this line Temperature. Every room has a thermostat that controls temperature. But it can be broken, and temperature will then rise or lower over time until you fix the room. Of course, a big difference between the room temperature and the normal heat of a human body can lead to substantial damages. Naturally, fire will increase the temperature of a room, and a breach will make it drop rapidly.Pressure. 1013 hPa (hecto-pascal) is the natural atmospheric pressure on Earth. You can survive big difference with this average, but not when it happens fast. And when a breach sucks out all oxygen in a room, it also makes the pressure drop fast enough to kill you from sudden decompression.Gravity. Gravity cannot really kill you directly, but it can cause numerous collateral problems. For example, water needs gravity to flow through waterpipes... so no gravity = no water recycling. It might become a major problem some day. ================== And that's it! But maybe it's enough, don't you think? You want more ways to die, do you? Well, we will think about that when you'll die on day 6 because your fever reached its final stage of severity. Pretty dumb way to die in space, hu!?Here is the complete list of the wounds already integrated (maybe more to come): bleeding, bruise, burn, cut, head, foot, leg, thigh, chest, stomach, shoulder, arm, forearm, hand and finger (thumb/index/middle/ring/pinky).Here is the complete list of the diseases already integrated (maybe more to come): infection, indigestion, headache, flu, fever, bad cold, heart failure and acrycine infection.We will get back to work on improving the main menu as soon as possible. As you can see, the Main Menu is constantly changing: here is a before/after comparative to see the differences between the two versions:   Main Menu V3.0 is coming soon ! Support us on IndieDB : Wish you the best ! [/url] [/url] [/url] [/url]
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RE: [D.I.E.] DRIFT INTO ETERNITY

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[/url] Patch Note v 0.79 GAMEPLAYWhen a room is on fire or has acrycine in it, the door will display a red alarm. Will add sound and a "broken object alarm" next version.Added but not fonctionnal yet : diseases. You will know more in time. GRAPHICNew Brigthness option in the graphics options.Death Panel has been entirely reworked.Relighting of many rooms, reflections now works as intended (the rest will be done next week)Optimization lighting. No more big lags in Laboratory & other rooms of the same kind.New post-effect "Screen Space Ambient Occlusion".The name of the winner of the contest has been added on some wallsChristmas trees in the ship to celebrate this end of year. AUDIONew sounds! Holo shelf now produce a neon-like sound. FIXRooms sometimes spawned in wrong orientation. Should not occur again.Big bug solved : Inventory was automatically closing when too far of a container. Now the distanceKey Bindings are now saved, you won't have to set them again at each game (should work between different versions)calculation should be correct.The room stat panel (holding right click) is no more pixelated.Door switch now initialize as intended and display the correct values.Rooms codes on big doors, therefore all doors with specific room behind (not corridors) are named.Small graphic change of big doors to hide a default (little space between closed doors)Bug solved: Player stats now update correctly.Bug solved: Reset nb of use per day for certain items.Lock Cursor in main menu should be correct now.Added mouse instruction in inventory (the same as in containers)Teleporter T1 was redirecting to the wrong floor. Now works as intended (thanks The Magical Forest)Debug inventory : now when you "take all" the speed malus is correctly calculated.(Forgottent last week) Right Arm Animation smoother for "Room Stats Display". The "Action Animation" still has a little glitch, work in progress. Thanks you everyone for your amazing support. We are working fervently to give you the best scifi video game possible! Download the demo & Send us your feedback to help us solve the major problems that we may encounter. Best Regards. Follow us on facebook (fr) or Twitter (eng)[/url] [/url] [/url] [/url]
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RE: [D.I.E.] DRIFT INTO ETERNITY

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======================= Patch note v0.80:GAMEPLAY -New diseases! You can now die from various diseases like indigestion or headache or many others.-Diseases and wounds can be seen in the inventory panel (i). -When catching a disease, its severity level is now correctly randomized.-Health Objects added and placed in specific rooms. Go scavenge the ship to find them! -Teleporters can now be broken. GAPHIC -New Emissive System (colors still work in progress).-New Animated Crosshair and new Feedback System (opens when aiming at an interactive object and gradually lightens while coming next to it). AUDIO -Sounds for christmas trees. FIX -Only 1 remaining contest panel.-Optimized the way the broken FX are loaded into memory.-Getting ready with Steam interface, for later implementation of the sdk possibilities. ____________________________________________________________________________________________________________________ Patch note v0.81:GAMEPLAY -Diseases and wounds are now marked UNKNOWN until you use the Body Scan (see below)-Body Scanner (R09, Medical Block): Use this to reveal the nature of you diseases and wounds. It takes 15 ingame minutes to be used. -Medpod (R09, Medical Block) : Use this to heal your worst disease/wound. Can only be used once per day. It takes 15 minutes ingame to be used. -The Scraper (in R06 - Repair Room). Every item in the game can be salvaged to produce basic materials.-To salvage an item, find a recycle bin anywhere on the ship (there is always one near the shower/WC) and fill it with every item you don't need like this infected/rotten apple (gross!) -Then go to R06 and open the Scraper container to find your useless items recycled into something else.-If all scrapers are broken, the objects will be destroyed.-Fire now lower the oxygen in the room.-Oxygen regeneration now depends on the status -broken or not- of Air Recyclers. If there is no water left in the Water Tanks of the ship, the Air Recyclers will also cease to function. The visual feedback of the whitering flowers will come next update.-Water Recycler now generates some units of water everyday when they are not broken. These units can be found in the water tanks in the same room. -If the plants of the Air Recyclers are correctly hydrated, they have a chance to spawn a root. Just be sure the Water Tanks are filled. -If a fire reaches its maximum level in a room, it can spread to adjacent rooms, even if the doors are closed.-Storage Bay R12 (x2) and R13 (x2) at T1. -Running is now slightly slower. Walking speed doesn't change.-Steam SDK : Worldwide Leaderboard of survival time.-The Log will now warn you when you have a new disease or wound.- We can know how the character died to make a summary of the problems encountered at the end. Visual feedback to come in future updates.- The Shelfs of the Air and Water Recycling rooms are now full of objects. GRAPHIC -New "End of day" pannel. AUDIO -Alarm sound added. FIX -Debug : "Switch Inventory" and "Take All" key bidings now works as intended.-Debug Flickering lights. The material was set null and so nothing could be seen. Now works as intended.-Crosshair animation will no longer lags.-Crosshair size reduced-Crosshair has been outlined to enhance its visibility.-Crosshair opening/closing animation is now faster.-Crosshair now interacts correctly with the main menu buttons.-Crosshair debugged on big doors and optimized layer.-Changed description of health items for a shorter one.-Corrected orientation of several room spawners at T-1.-The display of Diseases and Wounds "severity" now has an uppercase first letter.-Corrected colliders size in T01.-Emissives have been colored.-Debug : Opening a container will no longer consume the first selected item.-Debug : You can no longer open a container by aiming at a door/room.-Debug : Door colliders will no longer desactivate themselves.-Med Block now has Big Fires like all the other rooms.-Little corrections on Occlusion Colliders. Thank you for taking the time to read this big block of text. See you soon for Update 0.82 !
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RE: [D.I.E.] DRIFT INTO ETERNITY

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[/url] Patch note v0.82:( patch[/url] note on steam greenlight ) GAMEPLAY -MedPod now takes time to use (15 minutes like for the body scanner).-BrokenLights are now NOT broken by default.-New daily tips, former ones have been updated. -Plants can now be dehydrated if there is no water in water tanks. (at least one Unit of Water for each Air Recycler/Big Air Recycler). Dehydrated plants do not produce oxygen. -If plants are hydrated, they have 10% chances to produce 1 Root.-You may recycle Rotten food by placing them in Air Recycler/Big Air Recycler.-For each rotten food you'll have a slight chance to produce 1 Root the next morning.-Temporary bonuses & maluses should now work as intended.-Confinement Unit: over the night, infected food placed in it will have a slight chance to be cleaned up. Although, it may also deteriorate the food. -Juice Extractor: over the night, will transform any food placed in it into Units of Water and Bio-resin. May also just destroy the food (nothing produced). GRAPHIC -New animation for the desk R29 (work in progress).-New random screens for the room R05 - Cabin. -All graphic options are now automatically saved and loaded when you restart the game. AUDIO -Ambient sounds for rooms R03/R05/R09/R14/R28/R29 (work in progress). FIX -Debug crosshair lock status on main menu (cursor should not leave the screen anymore).-Debug Ambient Intensity (should now work as intended).-New log system (font size is now the same for all texts & timestamps, and no longer hidden by the scrollbar or when the inventory is opened). -Forced Item Spawn: there is now at least 1 Auto Medbot in the ship.-Rotten food should now work as intended (decay properly).-Added some missing Big Fires in R56 and R59.-Stats are now correctly displayed when the inventory is opened (correctly updated every second).-In the "Gameplay" options, "Camera Look Speed" is now renamed "Sensitivity". See you soon for Update 0.83 ! [/url] [/url] [/url] [/url]
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RE: [D.I.E.] DRIFT INTO ETERNITY

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======================= Patch note v0.83:patch note on steam greenlight GAMEPLAY -Rotten system has been corrected, now works as intended.-The desk of R29 now works as intended. -One new daily tip. GRAPHIC -New lighting (again) for every room of the game. Still improving with what we can do with Unity.-The Room Stats panel (maintaining right click) has been graphically reworked, more changes to come. -If the flowers of an Air Recycler get dehydrated, they now have an animation of falling down. -Complete change of the brightness option. Now works as intended. AUDIO -Ambiences sounds volumes have been balanced.-The music will now be present in the spawning cabin when starting a new game. So you can now where it all started : it's where the music is.-Changed occlusion system of 3d sounds.-The ambience sound of the corridors can now be heard in the main menu. FIX -Bug solved: The arm will no longer have glitch in it's animations.-Bug solved: The inventory will no longer get opened when trying to open a container.-Christmas trees deleted.-Some objects could be forced to spawn at least 1 time (like the auto-medbot). They can now be forced any amount.-Small optimization in the way rooms spawns. No effect on the game. See you soon for Update 0.84 !
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RE: [D.I.E.] DRIFT INTO ETERNITY

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Great stuff so far and the little animation for the air recycler was a nice touch for attention to detail. The team is doing a great job on those models (Confinement Unit, and that Control Desk).I believe last time I played the demo I don't believe I saw that new graphic with the arm status console you have in the previous post, that looks really nice.
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RE: [D.I.E.] DRIFT INTO ETERNITY

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Great stuff so far and the little animation for the air recycler was a nice touch for attention to detail. The team is doing a great job on those models (Confinement Unit, and that Control Desk).I believe last time I played the demo I don't believe I saw that new graphic with the arm status console you have in the previous post, that looks really nice. Thanks for your support! We work hard to improve the game experience. There are still a lot of work!
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RE: [D.I.E.] DRIFT INTO ETERNITY

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As you might have noticed, there has been no version 0.84. This is because we had a major bug. We only managed to make a workaround, so if the game needs 2 full minutes to load the very first time, this is normal. This should not occur the next times.We will of course try our best to remove this unwanted behavior as soon as we can. Thank you for your understanding. =====================Patch note v0.85:patch[/url] note on steam greenlight GAMEPLAY -Daily Events: every morning, an event will occur that can have multiple effects on yourself or on the ship. More information will be displayed in the morning logs.-Player cannot move anymore when it's the end of the day.-SplashScreen: pressing echap will only skip 1 splash screen, not all of them.-Oxygen display should now occur every second instead of every frame. -First achievement: Survive 1 day (on Steam only). GRAPHIC -Corrected smoke fx on Big Air Recyclers (should not go through walls anymore)-Reflection Probes of non-square rooms have been disabled due to a Unity bug when we rotate the rooms. We will need to wait for Unity to release a fix (they say they are working on it).-Reduced the reflection intensity of Laboratory. -Doors switch material optimization.-Options now displaying a numeric value for "sensitivity", "brightness" and the volume options. -Corrected R09 and R58 static and doors.-Logs window size should now adapt to every screen resolution. FIX -Unity Analytics implemented to know a little more about the configuration of our players. =====================Patch note v0.86:patch[/url] note on steam greenlight GAMEPLAY -New Daily Events : Healing Machinery Failure, Scraper Malfunction, Garbage Disposal Failure, Cleaning Service Breakdown, Water Recycler Malfunction, Air Recycler Malfunction.New total of different daily events is 23.-Alarms will no longer be triggered by acrycine. Only Fire and Breaches will (broken objects also in next update). GRAPHIC -Temperature management room R39 is coming AUDIO -Option Audio : new slider for music. FIX -Resolved major bug of long loading time (light bake quality has suffered a little to resolve that, but it's still beautiful enough and we are working on other ways to improve it)-Option Keybinding debugged and now with a scrollbar-Log has been improved, allowing us to manually set a number of letters per line. See you soon for Hull breacH update 0.87 !
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RE: [D.I.E.] DRIFT INTO ETERNITY

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 =====================Patch note v0.87: patch note on Steam greenlight GAMEPLAY -New gameplay : press E to remove Acrycine from the room you are currently in. New Input Options for it.  -A lot of new events (new total is 31)!example: Amnesia / Violent Infection / Water Tank Leak / Catastrophic Food Conditionning / Air Recycler Malfunction / Water Recycler Malfunction -Broken Objects will trigger the alarm of the room. GRAPHIC -New bake system for doors. All rooms now have a half-door that is baked and replaced when instantiated on top of the real door. -Rebaked lighting. AUDIO -Lower alarm volume -New Sound Mixer just for the alarms. -First audio test for place-holder are done ! - We are beginning to record voice for AI. Place-holder will be integrated for next patch.When it will be completed we will start searching voice actor to record a much better version. Place-holder is place-holder.(I was a bit scared when i took this picture!) FIX -Debug Event Oxygen Leak. -Small Debug Events. When checking if an event is available, there will be no more problem of skipped possibility. -T2 changed, room has been rotated and door moved. Download the full demo if you want to try everything we already have in the game !We think the Alpha release date will be between 7-14 March. That's 2 weeks late from the last announcement, but you will probably love the added content. See you next week for more infos!
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RE: [D.I.E.] DRIFT INTO ETERNITY

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 =====================Patch note v0.88:[/url] note on steam greenlight GAMEPLAY - New steam Achievements. - New Object Category: Upgrades.(Mod Purifier / Mod Firefighter / Mod Quicken) GRAPHIC - Modified the Acrycine Removal FX to be less visible when there is less acrycine in a room.- BodyScan and MedPod screens added. - Panel Room Stats changed. FIX - Debug Inventory.A note from our Lead Developer: At first this patch was supposed to be a simple hotfix to debug the inventory but I had a lot of trouble with the save/load system that I mistakenly delayed too much. Therefore, the save/load system is currently disabled (for it was way too much unstable) and in the end, very few content have been added. Sorry about that, we're working on this issue and I strongly hope it will be all good next week. See you there! I take this opportunity to introduce you the latest concept art for HullbreacH (thanks to studio Kippik): We still hope the alpha release will be available during the second week of March.See you soon for Update 0.89 ! [/url] [/url] [/url]
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RE: [D.I.E.] DRIFT INTO ETERNITY

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You are definitely capturing the right effect and atmosphere for HullBreach and the graphics that you are putting in place really helps to set that alone and what do I do mentality. Great posts and I hope you can get to pre-order an/or early access on Steam soon because I think a lot of people want to check this out. But I do like the fact that you offer the demo and if the download version is in-line with the alpha you can definitely get some quality feedback while still in alpha, wish more developers would do a thing like that instead of early access personally.
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RE: [D.I.E.] DRIFT INTO ETERNITY

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You are definitely capturing the right effect and atmosphere for HullBreach and the graphics that you are putting in place really helps to set that alone and what do I do mentality. Great posts and I hope you can get to pre-order an/or early access on Steam soon because I think a lot of people want to check this out. But I do like the fact that you offer the demo and if the download version is in-line with the alpha you can definitely get some quality feedback while still in alpha, wish more developers would do a thing like that instead of early access personally. Thanks A LOT for your feedback. We try to do our best to deliver a fair game at a fair price, and for all of our team it means taking risks (working without any kind of pay) so when someone tells us we are doing things the right way, this is a very powerful bonus for our morale stat. At this point, your message might even make the game better just thanks to this morale boost!Tonight or maybe tomorrow, the last demo version will be updated. Then, if we are happy with the bug-hunting, we should have the alpha pre-release ready by the end of next week.After that, we think we need at least 6 months of work to have everything needed for a full experience and for the Big Release 1.0 Thanks again, and maybe see you next week! 
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RE: [D.I.E.] DRIFT INTO ETERNITY

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===================== Patch note v0.89:patch note on steam greenlight GAMEPLAY - Glove Upgrades. "Fire Fighter" gives you chances to not use water when extinguishing a fire, "Purifier" allows you to remove acrycine faster and "Quicken" will speed up every interaction. - Glove upgrader: new machine in R06 - Reparation Room. Right click on it to activate your upgrades. - New Rooms: Pressure Control and Temperature Control. Still work in progress though. - New gameplay feature: press T when looking at some object to have a voice telling you about that object. GRAPHIC - Slight graphical rework on Floor T0.- Panel Room Stats changed: Time display font now bigger. - Changed the tone of doors info for a darker tone. AUDIO - New sounds: "Soft Alarm for broken objects","Repair" and "Fail Interaction". FIX - Save/Load system !- Small optimization of doors coroutines.- Debug: inventory should not appear anymore during Acrycine Removal or during Display of Room Stats.- Fixed mesh light bake problem (on doors and other little objects). It was a Unity option badly set.- Tooltips in the graphics options menu. - Little debug of highlight in graphic options menu. It's supposed to be the final week before alpha release. Hope we see you there !
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RE: [D.I.E.] DRIFT INTO ETERNITY

Post by WABSTUDIO »

===================== Patch note v0.90:patch note on steam greenlight Good news everyone! Hull_Breach store page is available in "coming soon" mode. Alpha release is planned for thursday in the afternoon (keep in mind we are in France if you want to know your time) Thanks you all for your interest and support in our project, this has been a wonderful adventure so far and we hope it continue for long. GAMEPLAY - Broken teleporters will now trigger a "small alarm": [url]https://soundcloud.com/wabstudio[/url] Using a shower will now use the Soap if you have one in inventory and give you a morale bonus (once per day)- R39 and R42 filled with containers - The weight carried is now displayed in the inventory, and not only when you open a container.- Lower time before can act when opening inventory (0.5 second instead of 1 second). GRAPHIC - Added FX repair - New button in Graphic Options to delete saved settings (and reset MasterTextureLimit since this option is no longer available and can make bugs)- Overlay is now full blue to avoid graphical issues. - Decal colors should be the right amount of grey. No more pure black or white. - Acrycine removal FX will fade smoother.- Cabins have their names on decals AUDIO - Music position saved and loaded.- Enhanced the detection system of the moment the player starts to play after loading, so the AI can start speaking at this moment. FIX - The "Continue" button will only appear if a save if available. - Moved breach to avoid collision with mini-maps.- Saves are now synchronized on the Steam Cloud. - Scroll sensitivity added in gameplay options.- Broken Objects saved and loaded. - Fixed some door switches too high to be read correctly.- Fixed decal bug when 2 rooms where connected to each other.- Fixed occlusion collider misplaced on floor T2- Fixed door bug near R42 - Enough random number for all rooms. No more cabins with the same. Working in progress .- All doors of the same room will have the same decals (including the random number)- Black screens should no longer let a line to be visible at the bottom.- Soft alarm volume down and volume occlusion debugged- Occlusion debug "How to" in the greenlight forum.- The % symbol has been kicked out of the boxes in the options.- Removed all achievements but 2. We want achievements to be really good so it will be reworked. - Debug Save/Load- Debug Diseases and Wounds names- Debug teleporter locking camera rotation.- Debug alarm volume for broken objects- Small Debug occlusion colliders T1 and T2- Small modification of scrollbar of Inputs Options This version is no longer the full version. This is considered as the demo, so you won't be able to save and you will die at day 16 whatever you try (but you can already try to survive that long).We Finally managed to complete the Steam requirements, so we know for sure we will be available on the Steam store by Thursday !
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