v0.5.0.0 is now out!
The biggest addition in this update is the multi-sub support I mentioned in the last post, but there’s also a ton of smaller changes and bugfixes (check out the changelog).
v0.5.0.0 is now out!
The biggest addition in this update is the multi-sub support I mentioned in the last post, but there’s also a ton of smaller changes and bugfixes (check out the changelog).
The new SCP – Containment Breach update created for the most part by ENDSHN and Vane Brain of the Third Subdivision Team (creators of the Nine Tailed Fox mod) is now out! Thank you all for your patience despite the continuous delays.
The update includes two new SCPs and expands the role of some of the existing SCPs a bit, but what I personally think is the most important part of this update are the numerous bugfixes and stability improvements. We managed to squash a bunch of nasty bugs that have been in the game for years (including a pretty severe pathfinding bug, doorways leading to nothingess and random Class Ds appearing in strange place, occasionally messing up scripted events) and a metric fuckton of smaller bugs.
The game is also up in GitHub now, which is why the latest version doesn’t come bundled with the source code.
The idea of a submarine-vs-submarine game mode has been popping up quite frequently and now we’re one step closer to having one:
There were (and still are) tons of systems in the game that work under the assumption that there’s just one submarine, so even loading another sub into the level took a lot of rewriting. There’s still a long way to go until a fully functional submarine-vs-submarine mode, but adding some sort of small escape/attack vessels might not be that far away.
One idea I’ve been thinking of is adding a small “shuttle” that could periodically transport new or respawned players to the sub mid-round. It wouldn’t only reduce the time spent waiting for a round to end, but it could also create some interesting situations; handful of survivors trapped in a sunken sub waiting for the reinforcements to arrive, a swarm of sea creatures attacking the shuttle, a traitor taking control of the railgun while the shuttle is trying to dock…
Some small improvements to lighting in Barotrauma: added a bit of blur on the lightmap and changed the rendering order so that the walls aren’t full-bright anymore. I was really surprised to see how much better it looks with just those small changes:
The second picture also shows a small portion of another new addition: there are now procedurally generated alien ruins in the levels, with traps, new monsters and new alien items inside them. Artifact quests will definitely be more interesting now!
It’s been four years since the release of the first alpha version of SCP – Containment Breach, so I decided to make a little montage of the progress of the game. A big thank you to everyone who’s played the game during the years, all the people who’ve helped with the development and everyone else who’s been following and supporting the project!
As some of you may notice from the last few clips in the video, there’s some new stuff coming up: the developers of the Nine Tailed Fox Mod (ENDSHN and Vane Brain from Third Subdivision Team) have been working on a new update for the game for some time now (with some collaboration by me). The update will introduce a couple of new SCPs and expand the role of some of the existing SCPs, and also include a ton of bugfixes, optimization and some visual improvements (some of which can be seen in the video)!
Blitz3D – the only language where you can get a significant performance boost by changing
If (someValue < 1.0 And SomeExpensiveCalculation()) Then
DoSomething()
EndIf
to
If (someValue < 1.0) Then
If (SomeExpensiveCalculation()) Then
DoSomething()
EndIf
EndIf
During the past few weeks Barotrauma has gotten a nice surge of new players, and I’d like to thank all of you for all the feedback, ideas, bug/crash reports and of course the fun multiplayer sessions I’ve taken part in. I though I’d also share some random pics from the /vg/ threads:
The new version is up now! The changes to the way the game handles moving the submarine “under the hood” were definitely the the biggest and most time-consuming change in this update, and unfortunately it isn’t something that’s visible for the players (at least until underwater ruins and shipwrecks are added). There’s still quite a lot of other additions and a huge amount of bugfixes in the update, as seen in the changelog.
Here’s some gameplay footage that shows some of the new stuff:
Since the last update I’ve been mostly working on changing how the game handles moving the submarine which is why there hasn’t been much to show. In the current version the levels actually move around the submarine while the sub itself is stationary, which makes it really difficult to have multiple submarines in the same level, or any structures outside the sub for that matter. Even though a game mode with multiple subs isn’t on my to-do list at the moment (maybe at some point in the future though), some sort of explorable underwater structures (sunken subs, alien ruins…?) are a must, so I needed another way of moving the submarine.
How it works now is that neither the submarine or the level actually move: instead there’s an invisible submarine-shaped physics object moving around the level and the insides of the ship are just rendered wherever that object is.
Here are a couple of screenshots of some other additions: