
Engine
We are updating our game engine… this might seem a rather boring change to start off with, but trust us: it’s important.
- Updated from Unity3D 2018.3 (HDRP) to Unity3D 2019.2 (HDRP)
- Post-processing effects have been completely redone with the new API.
- Removed the option to change Bloom settings.
- Added the option to change Fog settings. Changing the Fog from Volumetric to Simple can bring major performance gains on lower-end hardware.
Dev Note 1: This update brings numerous stability improvements and numerous new features for us to use.
Dev Note 2: Keeping up with the new release of Unity will pave the way to console porting. From the start, we have been using very powerful experimental features of Unity such as the High Definition Render Pipeline and the VFX Graph. These features were a bit too volatile for console until recently, but after discussion with devs at Unity we are now assured that porting will be able to begin before the end of 2019 on XBox and PS4, and in Spring 2020 for Switch.
New feature : Online Play
It’s finally here! Thanks to everyone for their patience. We hope you have fun! Alpha testers wishing for additional Steam keys to give to their friends can send a private message to Non-Euclidean Overlord on Discord.
- Added the ability to play online with friends.
- Players can host games and invite other competitors via their Steam friends list or by sending a room code.
- For online play, multiple players can play from the same computer with other players on another computer. (Ex.: You can play a 4 players game with 1 player on computer A (the host), 2 players on computer B and 1 player computer C.)
- Temporarily disabled the Crypt of Alhazred as it is not yet ready for online play. It will be returning in the coming couple of weeks.
Dev Note: Let’s be honest, this is the first alpha release of the online multiplayer. There will be bugs, there will be desynchronizations, there will be crashes. It’s just not very stable at the moment. Please report any issues on the #bug-report channel of the SYF Discord. We will keep the alpha updated as issued are found and fixed.
New feature : Cults
We are completely revamping the “Madness” mechanics. Now, players can choose a Cult; once the Stress bar is full, triggering the Madness will transform the player into a monstrous avatar of their chosen Great Old One! While transformed, players have access to mighty attacks and new abilities. The Stress bar gradually drains for the duration of the transformation, but the opponents can speed up the process by inflicting damage.
Added the Cult of Cthulhu, the first to be added to the game.
The Avatar of Cthulhu offers a mighty close-quarter moveset with the following abilities:
- [Attack Button] Ancient Claws: The Avatar performs a quick and brutal strike, similar to unarmed combat, only far more powerful.
- [Dash Button] Greater Dash: The Avatar performs a Dash that covers greater distance than the regular Dash. Very useful to close up on helpless victims!
- [Grab Button] Coming soon! (For now, this does the same base attack as the Attack Button)
- [Madness Button] To the Stars:While on the ground, the Avatar leaps into the air.
- [Madness Button] To the Depths: While in the air, the Avatar slams the ground with great force. Just be careful not to actually slam into the void.
- [Passive] Winged Aspect: While in the air, the Avatar glides to slow its descent.
New feature : Progression system
- Experience is now awarded based on game performance.
- Profiles can level up, unlocking new characters, skins... and hats.
- Added hats to the character selection menu.
Dev Note: The progression system is still early in development. It will be progressively expended in the coming months.
Match intro
- Replaced the old countdown sequence at the beginning of each match by a quick close up of every player.
- Added an option to disable the player intro.
- The loading screen before a match now features a preview of the players and the arena being played.
Dev Note: We will most likely modify which information are displayed on the loading screen in the coming weeks.
Others
- General post-processing now change as the game progress, getting progressively stranger and darker.
- Added an option to disable controller vibration.
- Added an option to disable screen shake.
- Reduced shadow resolution of certain light emitters.
- Replaced the model of the bridge in Manuxet Bridge. The new bridge is wider than the old one. The textures of the bridge will be modified in the following week to better harmonize with the surrounding structures.
- Removed the old music from the game. Expect the new soundtrack in the next couple months.
- Fixed some issues with end game animation.
- And lots of minor fixes and improvements...