Software Engineer from the UK.
Thanks for getting back to me - is it reproducible? If so, could you post your system specifications? If you could just quickly check your drivers are up to date too :)
Hi - sorry you experienced this crash, could you post a screenshot of the error you got? We aren't able to reproduce it. Cheers!
Hi - yes, we did receive your feedback. In the current alpha you can tell it's sent because the feedback window will disappear. If there is a connection problem the window won't close itself.
Thanks for playing!
Let me know if you do get around to playing it and how the current build performs - Unreal Engine can scale well, though I haven't done any perf work yet for this Alpha.
We don't anticipate moving back to Source, UE4 is much better supported and gives us a lot of flexibility. I've been posting development videos here: Youtube.com
Hey, sorry to hear you're having that problem. You can try wiping the settings the game makes by heading to C:\Users\<your user>\AppData\Local\Insulam and deleting the "Saved" folder. If that doesn't help, let me know what hardware you're using :)
Thanks! If you're interested, it's a technique called bump offset mapping - it modifies how the texture appears on a surface depending on the camera position to make it look 3D: Docs.unrealengine.com :)
Cool, that's great to hear. Thanks for playing the Alpha :)
E is your use key in this game - escape exits interactive screens, CTRL for crouch. The scroll wheel on your mouse zooms when you're stood still.
Hey, there's currently no keybinding support in Alpha 1, purely because of how early into development it is. It has been requested by others though, so Alpha 2 or later will likely support it!
I think I'll keep it that way for now - Act I is on Source, and that's the released game. When Act II is finished it'll make sense to change the page to be a bit more engine agnostic.
It's on the roadmap, figuring out a good UX for that is the difficult part. Future alphas though, watch this space :)
Yeah the car batteries are temporary, we'll look to replace them in future alphas. Glad you got a perf increase!
It is, Unreal Engine 4.13. We published a blog post stating why we decided to switch here: Iamestranged.com
No combat just yet - but there will be in future alphas!
Hey - we'd love to make it as easy as possible for everyone to play! What would this involve? Is it the case of allowing movement keys to be bound to mouse buttons?
Are you able to point at any games which have these features?
Ha, if it's any help we'll likely change a lot of it between now and the final version!
Too much work for right now, but once Act II is finished it's a possibility. We'll see what happens :)
Yep, that's the plan! It's very useful to get the continual feedback.
For the forseeable future Act I will remain as-is - we don't have enough resources to port it unfortunately.
We're always looking for people to help make content - so level designers, modellers, animators. Shoot us an email at email@example.com with some work you've done in the past if you're interested :)
Right now the focus is on Act II's development. I don't want to promise anything on this front, but it's certainly something we would all love to do!
Apologies one of us didn't see this question sooner! The sound is actually packed away in the game's files, but it can be downloaded here: S.alanedwardes.com
It is called Estranged Short Theme, and was produced by our very own AniCator. The whole soundtrack is available here: Anicator.bandcamp.com
Thanks for playing Estranged: Act I!
I just pushed this up: Youtube.com
Let me know if there's anything you would like to cover in particular.
Griggs: Forget it!
I was considering recording a video tutorial about building it and places of interest in the code - is that something you'd be interested in?
Unfortunately a bunch of stuff from Half-Life: 2 was changed and removed for Estranged: Act I. For instance, we used the CHL2_Player class for the player, so a bunch of that has been altered (and would no longer work properly with HL2).
To use specific features, you'll have to manually port the code. I attempted to simplify that process by first committing the vanilla 2013 code, and then committing the Estranged: Act I codebase (so if you diff the files, you can see what was changed for Estranged: Act I).
If there's anything you can think of that will make the process easier, let me know!
I just added some information to the license file: Github.com
It basically says you can use the code for what you want, but you can't sell it, or use the Estranged name or logo. Also says we're not liable if it breaks stuff!
The intention is to let other people use the code as they wish, as long as they don't claim their game is Estranged! I'll clarify that on the repo soon.