• // Latest News

    Come check us out! Make sure to register and click the follow button for a chance to be selected for close testing phases. https://www.brightlocker.com/games/bleak
    As the title suggests, we are going live on BrightLocker very soon! With that we will finally be able to properly start building a following and gathering the very much needed funds and feedback. If you don't know what BrightLocker is check out their website here https://www.brightlocker.com/, make sure to make an account so you are ready for our page to go live! We will post another announcement with more information and links to our page. Thank you everyone for your support so far, we cant wait to see what the future holds for us all!
  • // Dev Updates

    This Dev blog we spent most of our time on polish and getting things ready for our first public release so not very many fixes or additions. Removed unused assets Polish pass over all UI Polish pass over all gameplay Polish pass over player movement Polish pass over modular construction system Began implementing construction requirements. Updated to Unity 2018.2.0f2 Relase Updated some network code "netcode" to prevent black screen during load.
    Late again but super busy. Here is the delta change log for the last two weeks. Updated Main Menu UI Updated Main Menu Scene Updated Main scene removing unused items Hooked up save slots to main menu Implemented dialog popup Added quit confirmation dialog Fixed version increment when making builds Fixed dialog screen buttons Fixed double options in main menu Fixed loading screen "now loads immediately" Added spinner to loading menu with temporary icon Implemented new game screen Removed UniRX Modified Ping limit indicator Updated Wwise Imported VFX and SFX Stars are now more accurate during the daytime and nighttime Imported various rock art Imported mineral node art Imported Pistol Implemented base weapon system Added tool sway and bobbing Fixed tool not loading properly causing null reference exceptions Started work on new shaders that allow dynamic dirt and grunge buildup Balance pass on player oxygen Modified pistol recoil Adjusted pistol muzzle particle system
    This week we focused on the UI. While it isn't final I know you still want to see the progress. Also, as usual here is this weeks delta change log. Updated to Unity 2018.2 Beta 7 Updated various third party packages Updated Main Menu UI design Added Vitals menu to PDA Added Home Menu to PDA Added Single Player and Multi Player screens to main menu Fixed PDA tabs and screens Fixed Main Menu toggles While the list is shorter we are still on track! Now enjoy some progress screenshots!
    This week is business as usual. See below for a complete list of all updates and changes since the last dev blog. Fixed object snapping and placement Fixed building object teleporting when placed Implemented step assist Implemented re-spawn system Implemented death screen Player position now stored per world save Implemented versioning Added automatic commit assignment when making game builds Added multiple save loading Implemented tips on loading screens Added auto save manager with time interval option Added night light to PDA Updated Zenject and UniRx Updated old code to new syntax Implemented object zone spawning Added save and quit option to pause menu Added auto save toggle option Began multiplayer framework Began redesign of main menu UI and Single/Multiplayer menus Implemented basic PDA map
    A bit late but for good reason! We have made significant progress on new systems and fixes to old ones. See below for a complete list of changes since the last post. Vitals V1 implemented Death mechanics implemented Added kill command Added test charging objects to construct-able items for debug and testing Updated to Unity 2018.2 Beta5 Updated to Unity 2018.2 Beta6 Added more construct-able objects, Added construction UI to PDA Fixed PDA animations Began implementing the Multi-tool "This still needs hand animations and VFX/SFX" Fixed structure snapping and placement. Added placeholder IK for Multi-tool. That's all for this update! Feel free to post any questions or suggestions!
    This is our first of many development blog posts detailing what we have been doing. We are going to try to post one every Friday. This week we focused on performance and managed to improve 4k framerates from a measly ~15fps to well over 60 fps. We also started working on in game settings menus for audio and graphics. As a little bonus we implemented Nvidia Ansel so all of you screenshot junkies can get to work once we start seeding out early pre-alpha keys. Below is a list of all of our project updates for this week Implemented Nvidia Ansel Added Head Bobbing option Updated pause menu UI Fixed main menu planet, adjusted in game pause menu Implemented Head Bobbing Pause Screen now derives from Options Screen Updated planet shaders and fixed FPS issue caused by volumetric light noise Updated cloud editor tools and updated project to Unity 2018.2 Beta 4 Here are a few images of the work done this week as mentioned.
    I have been hard at workimproving visuals and the Warp Tunnel was up! Here is the current state. Hope you like!
    Here is a quick preview of our Male and Female formal uniform. Your bridge officers will be wearing this uniform. We will be working on other uniforms as well for engineering crew and others.
    Just in time for spring; Unity has released version 5.6 and with that comes Vulkan support. We have just finished updating the project to Unity 5.6 and switched over to the Vulkan rendering API. This will allow us to support more platforms and should reduce our workload a bit. Other than that I have been going through cleaning up the source and removing old files preparing to add the Corvette. That's all I have for now! I hope you all have an awesome weekend!
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