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roadtovostok
roadtovostok

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Dev Update (01/04/2023)

Hi!

53 of 54 bugs that I found have now been fixed for Public Demo 1 V2. The one bug that is still lurking is just some post-processing stuff related to NVG filter.

I will fix this last bug tonight and then I will fix few building textures and update the sandbox level for playtest. This means updating all the "tutorial" billboard signs, pickup examples and controls since those have changed from Public Demo 1.

There's also now ability to spawn AI to the sandbox and there's water elements + ladders so you can test all those new features quickly without going into the Village map. This updated sandbox will also remain for all the upcoming Patreon Dev Builds.

In terms of timeline, I would say that this sandbox level update takes about 1-2 days and after that I will take few longer playtest session which is not about finding bugs, it's just playing the demo and seeing that the overall experience is okay.

In next Wednesday, I will be visiting my old gamedev school where I used to teach and I will test the demo there with multiple different hardware and monitors.

If this hardware/monitor test goes without any issues, first I will update all the Steam store page assets (texts/trailer/screenshots) and then upload the demo update (.exe) for Steam review.

Once Steam has reviewed and approved (1-5 days) the store page + demo, I will publish a Youtube video and after that the Public Demo 1 V2 is available.

ps. I added a slow health regeneration (+1 unit every 4 seconds) for testing purposes, because the medical stuff is still deactivated so there's "testing ability" to stay alive if you keep cover etc. This regen is just for this demo update.

- Antti (Developer)

Comments

That's so fun that your old gamedev school is going to be involved in testing. I bet some people there think you're really cool. :)

Fonzi

Mans killing it!! Excellent job crushing all those bugs and heres to the next phases being smooth for you, great your old workplace is comjng in handy as well. Keep up the great work antti! :D

Tenebris Infinite

All those Public Demo's are provided through Steam, it's been the selected platform from the beginning and all the data is measured through Steamwork Analytics. If I would distribute those demo files as regural .exe files elsewhere it would be an impossible task to control and that might cause numerous problems in the future + confuse a lot of people who think those demos are only available on Steam. Like mentioned in Public Demo 1, most keybindings are coming in Public Demo 2, there's reason why they don't exist now and it's related to some debug tools that I use. If you could map your keys totally custom right now this bug testing phase would need multiple more weeks for a single developer since there is so many edge-cases that could appear through those custom keybindings. It's all about implementing stuff in phases that are logical and maintain the development speed. But I'm more than happy to get that "annoyingly detailed feedback" from that Public Demo 1 V2 :)

Road to Vostok

That's too bad, I was looking forward to giving you an annoyingly detailed feedback before you put it on Steam's big stage. Can you edit controls? That's like the biggest thing I can think of right now. I am not fond of using middle mouse to open stuff and I prefer switching Q and E for leaning. Details like this may greatly affect the size of the next wave of followers.

Rene Marek

Loving all the frequent updates Antti. Keep up the good work πŸ‘

Nate


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