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0 comments by Pulsetense on Jul 21st, 2014

It has been a while since we had a chance to sit down and
collect our thoughts and talk to you guys about the changes we have made from a
programming perspective over the last six months. So here are the key feature
updates we have implemented:

-Difficulty Settings;
Added difficulty settings to the game which has 3 different levels at the
moment, but the code already supports up to five in case we wanted to add
higher/lower difficulty levels. Unlike some games, our player's/AI's health and
weapon damages are altered for different levels. This subsystem affects about
30 different properties, including how much ammo you get from the pickups, how
sensitive the hearing ability of the AI is and more.

-Localization;
We have added a full-scale localization to the game, which means all the texts
within the game will be localized for each language we have a translation for.
This includes the menu, heads-up-display, all the UI windows within the game,
conversations between different characters, and even messages that terminals
within the game show to the player. It even supports changing special materials
within the maps, like an exit sign.

-Options page + Control customization;
Obviously an options page is a must, we already have video and audio settings, as well as some
game related settings that you can customize to adapt elements of the game to
your preference. Whilst most indie games don’t offer customization of controls,
we felt that due to the genre of the game this option would be necessary to
allow gamers to play in a way which best suits them. This system is fully
implemented now, and also allows you to customize the gamepad buttons in case
you prefer controller over mouse and keyboard.

-Fluent interaction with the UI;
Since we have a higher number of interactive UIs, we wanted
the player to feel comfortable when working with these and not struggle to find
their way around them. For example, no matter what window is open on the screen
you can always close it or get to the previous window by pressing escape button
on the keyboard or back button on the controller.

-Finished the save/load system; 
We added more data to the save file, and more
importantly, we switched to a checkpoint system instead of a manual save/load
system. You can still manually get back to the latest checkpoint if you feel
the need to but you don't need to worry about remembering to save the game
often and deal with a couple of extra UI windows.

-Several improvements for the AI;
We experimented a lot with the AI and improved some features of
it to make it more realistic and intelligent. For example, AI can turn and change
directions much faster now when looking for the player. We also added some new
features such as, some AI now carry a light with them. This means you can't just
cover in a dark spot three feet away and get away with it, which was possible
before (as spotted by some of the community in the story trailer) this makes
the game more realistic and intense.

-HUD;
We have over-hauled the heads-up display of the game completely and made it more modern
to match the rest of our new UI. It's not just the appearance of the HUD which
has been improved, we have changed both the positioning of the elements on the
screen and also how player interacts with it in some special situations.

-Throwable objects;
There are now all kinds of throwable objects in the level which you can use to
distract AIs with. They have more features, which are currently mostly turned
off, like damaging or pushing the enemy on impact. Whether these features make
it to the final game or not, is yet to be decided.

-AI and pickups more customizable; 
Level designers can now modify many of the AI's properties on
the fly, they also will be notified whenever a player picks up a new pickup.
What this means for the player is that they should expect different behaviour
between different AIs as the level designer now has access to most of their
properties and can change them in real-time. Even things like AI's awareness
state or AI's patrol route can be modified easily without touching a line of
code.

-Miscellaneous;
Most of our bug/issues are now fixed. Of course there are still a few which need to
be looked at but the game is completely stable and is playable.

Thanks for reading guys and don't forget to back our Kickstarter, every pledge counts to help us make this a reality for you.  Until next time.

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Post comment Comments  (0 - 10 of 20)
SinisterExaggerator
SinisterExaggerator Jul 16 2014, 2:50pm says:

Im very interested in this game but i feel you are not exploring full coverage in order to reach your kickstarter goal and that occulus rift support should be a bonus not a priority maybe a stretch goal. I don't know if you have any trailers on youtube but that would be a good start and get some yt personalities a review copy maybe take a look at Greenlight just seems sad that there are far few watchers for this on moddb/indiedb as its not well known for such a profesional looking project.

+2 votes     reply to comment
Pulsetense
Pulsetense Jul 17 2014, 1:50am replied:

Hi,

Thank you for your concern. Rest assured we have been meeting ourselves coming back marketing this game. We have not mentioned to much about the Oculus Rift as we know that is a stretch goal. Currently there is no game to review for YouTubers however we will be living streaming development of the game soon via our Twitch TV channel.

+1 vote     reply to comment
SinisterExaggerator
SinisterExaggerator Jul 17 2014, 7:07am replied:

Thanks for the reply i would love to know when the live stream is happening also i do feel it would help to get something on YouTube.

+1 vote     reply to comment
Pulsetense
Pulsetense Jul 17 2014, 3:39pm replied:

We are currently between YouTube channels at the moment. We plan to resolve this problem soon. Below is the Twitch link.

Twitch.tv

+1 vote     reply to comment
adrianmarshall167
adrianmarshall167 Jun 20 2014, 6:40pm says:

The new trailer looks great guys, spoke with you on Twitter about our game RUIN and I wish you guys the best, I will definitely be purchasing and I'm very excited for Pulsetense. :)

+1 vote     reply to comment
Wretick91
Wretick91 Jun 19 2014, 12:24pm says:

looking foward to this amazingly well done game!

+1 vote     reply to comment
moddlord1
moddlord1 Jun 15 2014, 8:11am says:

Awesome!

+1 vote     reply to comment
šøñ_öɟ_ɭĩɓεřʈŷ
šøñ_öɟ_ɭĩɓεřʈŷ May 24 2014, 9:11am says:

Look awesome. Which game heavily inspire you to make this ?

+1 vote     reply to comment
Pulsetense
Pulsetense May 24 2014, 9:44am replied:

We'd say System Shock and Thief series along Dead Space series mostly

+1 vote     reply to comment
JohnnyTheWolf
JohnnyTheWolf Dec 8 2013, 3:47pm says:

So, if I get it right, you are aiming at making a true System Shock successor?

+1 vote     reply to comment
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Solarix
Platforms
Windows, Mac
Developer & Publisher
Pulsetense Games
Contact
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Official Page
Pulsetense.com
Release Date
Coming Oct 30, 2014
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Style
Genre
First Person Shooter
Theme
Horror
Players
Single Player
Project
Indie
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Twitter

Latest tweets from @pulsetensegames

@riehacreative cheers man (y)

Sep 29 2014, 2:18am

#soundtracksunday followers indulge in the work of @EddyKassabian our composer for #Solarix T.co

Sep 28 2014, 6:22pm

Been a busy busy week. Hope to be able to give you guys an update by Friday :-)

Sep 28 2014, 5:34pm

@antisocialiteuk thanks :-)

Sep 28 2014, 5:30pm

@ForgetAmnesia patience my friend. Week on week were making progress.

Sep 28 2014, 5:13pm

RT @antisocialiteuk: @PulsetenseGames looking great. Groovy lighting. :)

Sep 28 2014, 5:12pm

Balancing day jobs and #gamedev is literally the hardest thing ever. Lots of new community focused content on its way nerds. <3

Sep 25 2014, 7:31am

@Speelbaars if you make a great game it will get seen. I like it personally.

Sep 23 2014, 6:21am

@mattbarton ok, no problem, thanks.

Sep 21 2014, 11:12am

@mattbarton thanks Matt

Sep 21 2014, 11:07am

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