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Residual News

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

Kickstarter AND new planet graphics



This week most of the work was put in just two things:  Starting a Kickstarter for the game, and creating a whole new planet!  If you've been following me on the socials you'll know by now that I'm almost a week into running a Kickstarter to fund the rest of the game's development.

You can find the kickstarter here, and it comes with a great DEMO download!

As for the whole new planet, in this weeks devlog I show the creation of a new tileset used to draw the planet, and it adds to the variation in planets you'll find yourself on.

The planet graphics come with different layers to make up the background, and it includes things like flowers, and other growth scattered on top of the world.

I also did a bunch of little changes and tweaks, but I seemed to have mixed up a bunch of my "todo" list items with last weeks list.. making it very hard to give an exact update on the changes.. I'll do better next week!

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

Residual Kickstarter and DEMO



A new Orangepixel game is coming: Residual - and it is NOW on Kickstarter with a playable demo available! Check all the details here: Residual Kickstarter.


RESIDUAL is a survival platformer offering a combination of crafting and exploration. There are no weapons, it's just you, the planet, and an adventure for survival that's different every time you hit the "New Game" option.

RESIDUAL throws you onto a procedurally generated planet with no humanoid lifeforms. Your task? Survive! – Explore the planet both above and below ground, scavenge, mine, craft, fish, pluck, chop, climb, jump, push, pull, and solve puzzles along the way.

Discover remnants of an ancient civilization and their advanced technology. It's not known why this civilization failed, but their technology is sure to come in handy when fixing your ship once you figure out how to use it.


http://store.steampowered.com/app/1290780


Adding sandworms, and adding Depth to Mining! | Devlog #13


Alright, let's try and get these updates coming weekly from now on, because it's been a bit hectic around Orangepixel HQ and I might have skipped some updates here and there!  Luckily, we're now back on track, and this week is a sweeeeet update!

Much of my time was put into the whole mining code I started creating a few weeks ago. I had these deployable-devices which could do mining, but it wasn't fully fleshed out gameplay wise. And now it is! Mining now replaces the searching and hunting for resources completely. Not just resources, but the game also had various items placed, which aren't needed anymore, because you can just craft them from your mined resources!

You still have to find mining-hotspots on the planet, but these can be anywhere on and IN the planet, and will often spawn a nice amount of resources for you to work with when crafting usable items. Combined with the teleportation and spaceship-inner area's, it gives the player much more to do!

I managed to work down a huge list of "this can be done better" items, and added changes, tweaks and bug fixes all over the code. Because that can sometimes be a boring thing to do all week.. I also HAD to add a Sandworm, because, what Orangepixel game could be without such a lovely creature!?



Full changes list:


  • added: Sandworms
  • disable a stick-switch if there's a "poweroff trigger" happening
  • slurpers should "grab" insects
  • add switches that require Deuterium to operate (fairly common, because we'll add deuterium mining)
  • make rocks, pods, etc, throwable
  • add "need power" message to lever-switch
  • split up the intro background into layers for a parallax effect
  • Add snow and rain
  • add light to fieldgenerators
  • sleep only at ship - sit/rest at campfire/pilars
  • optimized some code, was rendering background art far off-screen (possibly cause of weird frame-drops?)
  • save "analyzing" info so next game you don't have to go through it all over again
  • craft campfire should be shown sooner (or maybe when night time falls)
  • add "coal mining" device
  • add more animation to PDB
  • no need to generator "containers" in the level. We'll build them ourselves
  • Added "tech" to the background art, as layer. Mostly rendered near tech things like switches or doors
    dont show "craft fishingrod" until we are near fish
  • inventory "item-count" in lower-bottom corner is too big (numbers>9)
  • add animation for operating devices
  • add proper animation for pulling switches
  • dropping "Campfire" works different from dropping "deployable"
  • player breath in cold weather doesn't show
  • teleporters don't always find eachother
  • don't spawn Sandworms in "Start screen"
  • Dry-Trees don't have their top-rendered
  • door doesn't trigger "what is this?" dialog - if there's no power (always trigger it!)
  • "place fieldgenerator" shouldn't show up if we already placed it
  • chopping trees - causes crash
  • don't place Slurpers within 4-5 tiles above spikes
  • devices done with mining, don't shut-down - but keep mining
  • more control over scaring insects with fire (they should respond better to fire)
  • weird artifacts rendering growth on empty "tiles"
  • weird "fire" being started in mid-air (near crashedship + oil)
  • opening inventory while analyzing printer, holding deuterium, and then opening inventory after
  • analyzing and grabbing something else, deuterium vanished!
  • fishing now shows "move to wakeup" interface on top of everything
  • flower-plant creatures have white stripes
  • crash when too much stuff put into inventry
  • deployables don't show the correct "time to mine"
  • Flower/special-effects don't check indoor status
  • power-switch doesn't check where "solids" are when setting it's flipping status
  • when teleporting and PDB is out, he won't come with you

Improving the interface and adding Teleportation! | Devlog #12



I started working on some sort of teleportation system so that we can go back and forth between the crashed space ship and.. well, pretty much any other spot in the game world.

This somewhat changes how the player interacts with the world, since you can now quickly find safety in your ship, and you will be spending more time in the over-world because of it! - it also saves you from getting lost too much, or running out of health/energy and getting stuck!

Most of my other time was put into improving the interface and making the flow of the game more user friendly. So hints, and just the general "what to do" information is hopefully presented more clearly now. This mostly based on feedback from the demo which was available during the Steam Game Festival a few weeks ago.

Check out this weeks devlog for more details and some game play footage (and teleportation!) -
https://www.youtube.com/watch?v=TGgMG_Hnplw

Full changes list:

  • added: creating deployable devices (Deuterium miner + Metal miner)
  • added: printer at the ship to generate deployables
  • added: field-generators - to quickly teleport between two spots
  • added: Resources to inventory (most of these are minables)
  • added: option to force player to "stand still and read" instructions from the PDB
  • add ICNS file for Mac Build (packr)
  • added SOUND to Deployable devices
  • added: Mouse support + WASD as default
  • added: little Z's showing player is sleeping + instructions to wake up
  • show "optional missions" like "return to ship to craft deployable"
  • improved trees
  • changed: inventory icons
  • fixed indoor/outdoor on entities (when entering/leaving the ship)
  • sticks don't spawn on dry planets
  • fixed: low energy now also slows down player
  • fixed: keep track of entities being indoor/outdoor (crashedship)
  • fixed: spaceship doesn't track world-time, keeps smoking!
  • fixed: sleep not fully darkening the screen on all screens
  • fixed: improved the level-generator variable checkings
  • fixed: can't jump of vines (right/left + up)
  • fixed: trees don't have green in "green" planets
  • drop-animation doesn't have "item anchors"
  • fixed: remove rocks from crashed-ship area