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Residual v0.0.24: The mushroom effect



A nice big and juicy update is here! Coming with a lot of  goodies and improvements. The most fun I had this week was with adding effects to the mushrooms! If you find some of those tasty mushrooms, before this update, they would give you full-health back.. now with this update.. they still do!  BUT  they also come with side-effects: Dizzyness, heavy-weight, munchies, blindness, and others!  Every planet has different mushroom-effects tied to the mushrooms.. so what happens on one planet, doesn't need to happen on other planets. You won't know until you try eating those shrooms!

There's now also a third playable character added, this one will most likely be locked away behind some cool "explore and find" quests at some point in the very near future. There's a long list below with so many tiny changes, new items (craftable HoverStones!) you better just boot up the game and take it out for a new crashlanding - you'll also find a couple of space-rations in your inventory when you start new games.. so if you find yourself on a VERY empty planet without much food, this should help you survive the first day or so!

Bringing us to yesterdays video! Showing the credit screen and the ship's take-off animation.. watch, like, subscribe here:
[previewyoutube][/previewyoutube]

Full changes list:

  • added: indication number above datacubes when in printer-inventory screen
  • added: "analyze datacard" will now be part of your missions once you pick one up
  • added: electentacles can now be disabled with EMP bursts
  • added: analyze and instructions to "broken switches" requiring a new fidget
  • added: analyze and instructions to power-supply switches
  • added: special mushroom type
  • added: visual-blinking to missions that just had their counter decreased
  • added: new missions now check inventory and decrease their count accordingly
  • added: not sleeping should "weaken" the player
  • added: if not enough nanobots for specific device, it will show in red
  • added: mushroom effects - Dizzy, Heavy, Jumpy, Speedy, Passout, Blindness, Munchies, Flight
  • added: item: Antidote, disables all active mushroom effects (datacube knowledge, craftable)
  • added: item: Solar Enhancer (datacube knowledge,craftable)
  • added: item: Space Rations at start-up, provides player with some survival meals (random number between 1 and 3 meals given per game)
  • added: item - HoverStones (function as short-burst jetpack)
  • added: more ancient-storage device power-sources (to unlock them)
  • added: cooking mushrooms - counters out the effect raw-mushrooms give
  • added: small random-factor for planet gravity
  • added: proper storage kits for memory-cards (making them easier to spot and interactive)
  • changed: tweak for resin-plants - now grow lower in the planet
  • changed: tweaked some mission requirements
  • fixed: pack-up bug on deployable devices
  • fixed: improved graphics settings on PC / windowed mode
  • fixed: solar suit should charge when in-side the ship (ship-powered)
  • fixed: pushing up on stick won't climb swing-vines
  • fixed: mushroom-placement now based on rareness/spawnrate
  • fixed: if no nanobots, EDP interface showed -1
  • fixed: echo-pillars placed in pools/water can't be operated
  • fixed: EDP won't show interface if no nanobots present - meaning we can't build nanobots either
  • fixed: the "EDP needs X nanos" message pushed out the "analyzing" message when activated
  • fixed: "out of world bounds" crashes (left/right side of the planet)
  • fixed: can't put down a torch (always goes out and in backpack)

Residual v0.0.23: We have lift-off!



First update of the new year! Welcome to the other side.. we made it!  Even though I skipped a few weeks of pushing updates, I have been working on the game here and there, so this update comes with a few interesting features and improvements.

SAVE GAME MIGHT BREAK.. just had to make that clear ! Needed to add more data to the savegames, and also noticed there's a bunch of things missing. My advise is to start a new game for this update, but I think I managed to at least not crash the game on your old saves.

The biggest feature in this version is the fact that we now have all the "missions" that you need to complete to see your ship get off this planet! INCLUDING the actual animations and an end-statistics screen for when that happens. The end-stat screen right now just  shows you the amount of days, but there will be more things on there.  Time played? percentage explored? stats like that.. just need to first start tracking all that data.

This code also runs on a newer version of the underlying framework, this should fix some issues on Mac's and also handles mouse-controls better on all platforms.. even tho I still have no real purpose for the mouse as most gameplay is done with either gamepad or keyboard, but good to know it plays nice with the mouse!

Finally, as for features, I made a start working on the credits screen! Yay! There's already a lot of names there, with patrons and most kickstarter-backers, but there's still some graphics I want to add, and a list of names that need to be added (mainly the higher-tier KS backers and publisher names).

So a lot of work done moving towards that "play me" state of the game! Make sure to breeze through the full changes list, there's a lot of tiny but important improvements and changes.

Yesterday I uploaded the first video of the year, mostly talking about the plans for 2021, which obviously Residual is a big part of, so check it out (had some extra time to do this video..think it shows):

https://www.youtube.com/watch?v=EdHXbfRvOUg


Full changes list:

  • added: animation and code for space-ship leaving planet
  • added: fixing gadgets now also require nanobots
  • added: start of the credits (still names missing)
  • added: extra steps to fixing Echo Pillars
  • added: Option to "auto-pickup" your field-generator (see settings->options menu)
  • added: code for "Discovered" planets (named planets by backers/devs)
  • added: progress and exploration percentages to the loading screen
  • added: animation to Hyper Gates
  • fixed: gameplay-tips showing through crash-intro graphics
  • fixed: crashes due to rumble() calls without gamepads
  • fixed: initialisation crashes due to controllers/rumble functionality
  • fixed: game not booting on Mac (including M1)
  • fixed: navigation to options with mouse from startscreen
  • fixed: changing option sliders with mouse
  • fixed: intro-code - sometimes ship would not crash onto planet
  • fixed: mouse-hints show even if mouse is hidden
  • fixed: screenshake is not working (since option added to settings menu)
  • fixed: pressing up on gamepad stick won't jump (use button for jumping) - still used for climbing
  • fixed: included room-data to savegame files (doesn't break old saves)
  • fixed: minor tweaks on jumping/input responds
  • fixed: mission-name on load-screen was incorrect
  • changed: increased time-delay for floating platforms before they drop
  • changed: upgraded to latest backend/controller-support libraries
  • changed: level-templates now loaded from disk (allows for modding in future)

The BIG status update on Residual



This is a little update to make sure YOU as a Steam user also know what's been going on with this game. Because based on just these posts here, you might think the game has not seen much activity, but you'd be wrong!

I've been pushing weekly updates of the game towards Kickstarter backers and Patrons, and I've been posting weekly devlog-videos and devlog-posts all over the place.. except on Steam!



Development has been great, and I'm still fairly on schedule with the game. Some of the key high-lights of features that have been added in recent months since the last update on this Steam page:

- Random life-forms - procedurally generated code creates a fairly large amount of random creatures depending on the planet, the temperature, the layout, and a few other key properties of the environment.

- Base building - this feature has increased a bit, as you can now build a bunch more devices, and you can even connect various devices. So let's say you have a lot of raw-quartz, build a quartz-refinery device, hook it up to a furnace to turn that quartz into silicon, and connect a Silo to that furnace to store all the output in. That's just one of the examples, there's a host of others added to the game!

- Save games - mostly interesting to those who have access to this early build, but we now have proper save-game options (5 slots). Making the exploration part a lot more fun in this early build!

- Lore / Information - A bunch of options to tell the story and various other information you need to understand what's been going on in this part of the galaxy.

- General gameplay and interface improvements - making it more polished, easier for the player to understand what to do, and generally just an improvement all over the place.

- Characters - we now have the option to pick a character, currently only two characters are in the game but I plan on adding one or two more!


Latest DEVLOG :
https://www.youtube.com/watch?v=7uyCugKRRTk




[h2]Stay updated![/h2]

Alright, I'm always fairly open with development, so just to remind you, the MAIN ways to stay updated on all that's Residual are:


Discord.gg/orangepixel - I hang out there during the day as I'm working, and always open to talk about stuff or answer questions. Please don't all private message me, it's a fun, small community, so don't be afraid to post in public. That saves me a lot of time having to repeat things :)

This is also the place to talk about ideas, features, and I ask for opinions every now and then.. so best place to give your thoughts on things!


Youtube/Orangepixel - Every Thursday there's a new video, and most of those will be covering Residual as that's the game I'm working on! (with some exceptions where I talk about the upcoming Switch game releases). Also next week's video will be about this Kickstarter campaign, things I learned, things to think about, etc.


Twitter/orangepascal - My personal twitter, I'm most active on this one, and post all stuff I'm working on. If you prefer just the official stuff, then check the Orangepixel twitter account: less posts, mostly just about releases and discounts.


Instagram - I often post Stories about bugs, code, and other things happening. So follow along !

And I will of course also push out updates to this Kickstarter page, but less frequent then all the other options I just mentioned. So you can pick how much of Residual and it's development you want to follow!



So for now that's it.. the game is still going strong, and is heading for a 2021 release!


Residual 100% Funded on Kickstarter!



With 4 days left, Residual reaches the 100% funding goal on Kickstarter! This means you still have a few days to get in on the EXCLUSIVE Kickstarter rewards!

Name your planet or a cluster of planets? It's still available!
Get the exclusive digital Instruction Manual on release? Still available!

Check the Kickstarter if you want to get in on these, final days to get them! - Residual Kickstarter

AND make sure to wishlist the game here:
https://store.steampowered.com/app/1290780/Residual/

Let's open that spaceship!



Let’s create more life on the planet! Introducing “bouncers” (I really should come up with an actual name for these) which bounce all over the planet, but only if the temperature is right, and there is deuterium to be found! Because they love snacking on deuterium and absorbing it before you get your hands on it.. so better watch out when setting up those mining devices!

There’s also a huge list of bug-fixes coming in this week, as I had a bunch of feedback on the Steam Demo (which is now available as long as the kickstarter runs) so to make it all a better experience this version comes with a nice juicy amount of fixes and improvements. Check the full list below!

If you’d like to see more about how the blobs bounce around the planet, then make sure to check out this weeks video.. it also shows a nice and cool new crashlanding animation!

https://www.youtube.com/watch?v=iAhX54Vpa_8

Full changes list:

  • added: cool space-ship door opening animation .. because I CAN !
  • add “twirl signs” above deployed devices
  • added crashlog saving
  • added: Bouncing blobs (just life forms – no purpose for now)
  • add “broken slots” to mechanics (doors).. you can “grab” a “broken fidget” and have it analyzed by the ship’s printer for a “new fidget”
  • add “find deuterium” mission to start of the game
  • add “find metal” mission to start of the game
  • added “Planet id” to pause screen
  • fixed: too many “bee” spots at ceilings
  • fixed: resources should always retrigger “back to ship” even if no analyzing needed
  • fixed: first broken fidget/item should mention going back to spaceship (mission)
  • fixed: level generator not generating exactly same planet every time
  • fixed: tree vines don’t always attach to tree
  • fixed: intro – crashing ship drops 8 pixels to low on screen
  • fixed: snow falls to fast + doesn’t collide with solid-boxes (only tiles)
  • fixed: Broken switches don’t always trigger open events at doors
  • fixed: player can go out-of-bounds on the map
  • fixed: door between 2 power-switches, won’t open unless both are powered up (hard to do if switch is on other side of door)
  • fixed: player sometimes locks up (on ledge, starting an “investigate” moment)
  • fixed: level-generator with horizontal doors leading to blocked wall
  • fixed: fish don’t seem to bite fishing rod anymore
  • fixed: gamepad button-instructions are blank
  • fixed: mining devices without resources still show “time left” boxes