It's time to talk about the plans for Organosphere!
I recently dropped the biggest update thus far - V0.8 - based on feedback, analytics and YouTube videos from over 2,000 players between 2018-2021
This is a supplemental update, and part of a planned set of 20 updates, this being update 2/20
This process will take anything from 1 year to 2, or more. There is no time limit, and all feedback is welcome. The most important thing is making Organosphere the best game that it can be, whatever it takes.
The main goal of Organosphere has been to capture a unique single player campaign story in the unique and strange real world city of Johannesburg South Africa if it was to be overtaken by nature, seen through the eyes of the protagonist Carolyn : Number 9.
The latest version of Organosphere is the closest version of that goal to date since it's release over 3 years ago.
But there is still much to do! Lets get to it then! Latest changes listed below.
Organosphere V0.8.1
1. Fixed unrealistic left arm position on SMG weapon
2. Optimized performance, memory consumption, file size - the works - as per usual
3. Removed deprecated controls and settings from option menus
4. Fixed assault rifle on-screen scale
5. Made default field of view 65 degrees (feel free to adjust to taste)
6. Made default music volume 50%
7. Fixed reversed normals issues on AR Model
8. Fixed AR on-screen hip firing and sprint position
9. Improved flamesaw appearance
10. Improved flamesaw running animation
11. Neatened controls/options menu UI
12. Made assault rifle metal material more realistic
13. Improved info pad appearance
14. Added Assault Rifle to standard starting load out
15. Fixed "null texture passed to GUI.DrawTexture" error in inventory system
16. Fixed some missing door colliders in the city level
17. Removed flame-saw from standard starting load out, but added a pickup item 30 seconds from starting location, as well as in other easy to find locations
18. When shooting phone boxes, the coins now explode out of the proper place
19. Additionally, the coins that explode out of a phone box can be collected for points that affect your total game score
20. Fixed a few more LOD popping issues
21. Improved & re-baked AI navigation mesh, plugged up some holes
22. Disabled [not removed] all enemies from inside office hub
23. Made flash-light automatically activate in cave/mines underground levels
24. Fixed a bug where professor conversation can be loaded from beginning if game is loaded during generator location mission
25. Fixed bug causing player to enter back from haibonium mission shining their torch in the professors face even though the power has been restored
26. Ensured that flashlight will always be on when you need it during inside office missions, and always off when the generator power has been restored.
27. Fixed a random plunger in the road that was stuck in the ground, making it a random plunger in the road that is in fact on the road.
28. Fixed some dry leaf decals in gutters that were affected by Z-Fighting
29. Removed unnecessary "Note" pickups - formatted others
30. Many other additional small bug fixes and improvements/changes
V0.8.1 Changes:
V0.8 Changes:
1. Fixed blurriness issues
2. Made game easier [life is hard enough]
3. New color grading
4. Added quick save and quick load [F5 and F9]
5. Fixed weird thumb rotation [All weapons]
6. Improved NPC appearance
7. Removed annoying tutorial popups from start
8. Made pain sounds less incessant
9. Made only able to sleep up to 8 hours
10. Improved weapon on-screen appearance
11. Improved vegetation and grass
12. Improved graphics in general
13. Optimized performance
14. Increased enemy draw distance
15. New game intro + removed helicopter from start
16. New character design variation
17. New scorpion enemies in 3 different variations
18. Can now close info popups by simply pressing spacebar
19. Added Flame-Saw to standard starting roll out
20. Decreased repetitiveness of certain details
21. Removed random couches from the street
22. Made firing sounds slightly softer
23. New logo and UI color theme
24. Bigger headshot headboxes for enemies
25. Added Unity logo splash screen
26. No more enemies in the very beginning of the game
27. Simplified core gameplay loop to focus on old school FPS mechanics
28. Better hit feedback and blood on enemies
29. New SMG/Assault Rifle type weapon
30. Added multiple Bass Cannon pickups inside office level
31. Added kill notification / XP reward sound
32. Optimized terrain grass rendering performance from 16x to 128x
33. Current mission objective can now be accessed via PDA [Weapon "3"]
34. Removed fallen pylon blocking road near Sentech tower
35. Neatened menus and UI in general wherever possible
36. Made weapon swaying less jittery when using mouselook
37. New music by Twelv / Product Zero
38. Added new realistic flame effects for flame thrower fire propagation
39. Changed mission 1 flow entirely, from the starting point to the power station tower
40. New game starting point set piece and intro NPC characters
41. Optimized scene geometry, removed a few models and buildings
42. Fixed LOD Popping issues on high graphics settings
43. Re baked both navmesh and occlusion culling matrix for new optimal settings
44. Improved numerous PBS Material properties on world models
45. Removed half the enemies in office level
46. Bass Cannon now uses only single fire mechanic - not auto
47. Improved terrain splatmap texturing and heightmap resolution as well as perlin distance normals
48. Fixed perlin normal terrain issues from 30 fade length to 300, making for more realistic terrain in distance
49. No more "Weapon Zero" / "Un-Armed" when switching between weapons
50. Optimized Time Of Day sky dome cycle algorithm
51. Improved day/night transition appearance and lighting
52. Made night time shorter
53. Fixed issues with terrain parallax occlusion mapping extrusion
54. Realtime synced sun shaft/god ray color to current sky dome ambient lighting color
55. Added rigid bodies to critter type enemies to allow them to break boxes and push objects out of their way
56. Fixed numerous internal bugs that now allow for faster development and iterations
57. Made flash light auto turn on at night time
58. Made weapon pickups and other essential items more obvious
59. Made flamethrower not burn the roads and other extremely large objects that cannot be burnt
60. Improved environment modelling arrangement
61. Optimized decal system internals, also removed unnecessary decals.
62. Optimized game build size and memory consumption
63. Removed camera lens dirt option entirely
64. New info popup UI design and interface
65. Removed all references to third person mode in the code in any shape or form
66. Made enemies not look like shiny latex
67. New pause menu + new pause menu UI
68. New inventory menu + new inventory menu UI
69. Improved distress signal audio, added more glitches and vocal tonality
70. Made player unable to be damaged while game is paused
71. Flame saw recharge now just shows "Charging/Ready" in the Ammo HUD section instead of float decimal values
72. New realistic flamethrower flames/fire and smoke for the flame-saw :)
73. Flamesaw charge now shows actual amount indicated by a light tube on the actual weapon
74. Improved Flamesaw on-screen appearance and orientation
75. Removed a gate that I really liked because I UV Captured it from a random gate down the road where I live but it actually looked super shit.
76. Built some new walls in the city to guide the player to better paths
77. Added main menu button UI sounds and new layout
78. Made office door take you directly to the top floor for easier navigation
79. Improved Bass Cannon appearance and ability as well as general feel of fun
80. Made Ultra GFX Setting the default setting when starting the game
81. New main character voice
82. New radio transmission computer voice for mission objectives
83. Made weapon pickups for weapons you already own not give you infinite ammo
84. New inventory U.I.
85. New "Travel" menu U.I.
86. Made loading screen text more informative and useful
87. New info pad design, (for viewing current mission objective or locating haibonium)
88. Made wasps not infinitely respawn after dying every single time
89. Improved nature reserve lighting and overall appearance
90. Removed motion blur and improved post processing settings for interior levels, including screen space reflections and ambient obscurance
91. Improved lighting and materials in underground cave level
92. Improved center of the earth final boss fight
93. Created a system to try and prevent navmesh based critter enemies to not attack you in single file
94. Largely simplified unnecessary geometry details to focus more on gameplay than environment
95. New info pad design that also is illuminated at night for easy objective info at any time
96. New "Weber" type braai models with specular and metallic mapping
97. Removed skeletal "Tree Zombie" prototype enemies left over from Alpha Build
98. New office head scientist NPC dialogue UI color scheme
99. New sleep control menu UI, also made sleep locations more rare
100. Added an on-screen low health warning for when health drops below 20
101. Made exit in game take you back to main menu and not exit to desktop
102. Fixed issue where SMG weapon [4] was not properly aligned until after first shot
103. New incoming radio transmission system sound SFX
104.Fixed many many many MANY bugs and texture issues, as well as actual gameplay/feel improvements - feel free to suggest more. :)