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This update marks a fundamental shift in how the game works under the hood. There are a slew of improvements that increase performance, improve joystick & controller support, optimize HUD space, and future-proof the game. Besides a beefed up architecture, the HUD has been redesigned to improve the 3rd person experience and minimize on-screen clutter. I did a visual polish on all the environments to depict a harsher, brighter atmosphere. A new fixed turret-system is now present in several missions. I'm very happy with the visual style of this new asset and want it to carry over into a new, playable faction.

HUD

  • Thinned out many reticles and gauges to reduce visual clutter & obstructions
  • Rearranged gauges so that no gauge is obscured in 3rd person
  • Implemented an animated leading crosshair to emphasize the location to aim at
  • Added a flashing dot that is placed on the origin of the selected target
  • Fixed the orientation of holograms displayed for the selected target
  • Fixed an issue with target-reticles becoming gimbal-locked



Graphics

  • Increased the brightness of star-light in all levels to better match a real space-environment
  • Added a post-processing effect to over-expose highlights
  • Optimized how skyboxes are drawn
  • Fixed an issue with tracers being far too oversized at long distances
  • Modeled and textured the new Phalanx turret-system
  • Overhauled the "3D asset studio" accessible from the Graphics menu (assets are now only loaded one at a time and camera-controls are more intuitive)




Gameplay

  • Replaced many static turrets with a new "Phalanx" turret that is mounted on a floating platform (older turrets were mounted on broken debris)
  • Moved the 3rd person camera back significantly on all fighters to reduce the screen space taken by the player's ship
  • Reduced the difficulty of some particularly hard levels
  • Overhauled the objective-system to make level-scripting much more streamlined




Joysticks

  • Overhauled the entire system that feeds joystick-input to the player's ship
  • Mapping-presets are now read-only, while the "custom" mapping is always writable
  • Replaced the "bypass" option with a "none" option in the mapping-dropdown
  • Added a mapping for the Thrustermaster Airbus Sidestick
  • Fixed an issue with some fields not being writable
  • Offsets are now zero in most cases and multipliers are usually 1 or -1 (inverted)



IO

  • Added a mouse-sensitivity slider to control the speed of the menu-cursor without affecting gameplay
  • Wrote a new axis-input system to manage simultaneous input from multiple controllers (may have PTSD from this one)
  • Eliminated a slight lag from all controllers (keyboard, mice, joysticks, gamepads)
  • Rewrote/simplified internal timers responsible for mouse-movement and processing input in general (game should "feel" the same even at 500 fps!)
  • Tested VR with the Oculus Rift S (rather glorious)
  • Tested the Logitech F310 gamepad and the Thrustmaster Hotas X joystick

Core

  • Upgraded to UE4.22 (still behind, but I can get it caught up to 4.27 quickly)
  • Replaced many, many Blueprints with C++
  • Faster overall load-times (both running the game and opening levels)
  • Internal objects are now initialized in the correct order and destroyed when no longer needed
  • Level-bounds can now be defined as any combination of spheres, boxes, and cylinders
  • Added support for altering level-bounds as gameplay-conditions change
  • Added support for prohibited zones within valid level-bounds (a restricted area)



UI

  • Menus are now placed in front of the camera in a much more reliable & accurate way
  • Improved accuracy of cursor-alignment with buttons & dropdowns
Windows ASTROKILL Windows Depot Depot 376881
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