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Nucleares News

New big update!

New big update! Again, much later than planned, but also much larger and more complex.

I detail each improvement below:

- New environment: The final environment was designed from scratch, the island where the reactor is located, the connecting bridge and the train of the new introduction. Now the reactor is really located in a place that is alive and consistent with history.

- Lighting: The entire lighting system was redesigned, to avoid dark areas and to improve the general environment. Also, the dark night was set as a fixed stage, according to the story.

- New consumption control system: A panel was added with details of all the internal consumption of the reactor, in order to be able to manage the plant's performance much better.

- New system of protective suits: All the code related to protective suits has been rewritten, and now it works much better.

- Added an autosave at the end of the game intro, and after each successful mission. The possibility of saving progress manually at any time from the control room remains active.

- All the reported bugs have been corrected: use of the control crane, sleep failures, combat system, use of protective suits, locked doors, etc.

Important update: first stable Alpha version!

This update took much longer than usual, but for good reason: first stable Alpha release! And there is much less to reach Beta.

Summary of the fixes and improvements:

- Improvements in lights in real time with ambient particles.
- General performance improvements.
- Improvements in the announcements of new, completed or failed objectives.
- General improvements in the interface (all the icons were grouped on the left, including the time).
- New enemy in the maintenance tunnels area (you don't want to find him, because the current weapon doesn't do anything to him).
- New status lights have been added in the control room: emergency stop in progress, refrigerant charge in progress, refrigerant purge in progress, and generator turbines preheat.
- A protective suit was added inside the operating crane, in case a control bar is accidentally destroyed when handling it.
- The mechanics of the missions have been completely modified: now there are no two communication schedules. It can be at any time.
- The reactor maintenance protocol was implemented.
- The protocol for the replacement of the internal motor controller board of the control bars was implemented (the spare parts are in the supply room).
- Added several dynamic objectives, which are not part of the missions, but which can affect the result (especially if the reactor is operated outside the limits).

Pending bugs:

- Enemies do not leave their starting area.
- Inconsistencies when operating the reactor from the core room.
- Some buttons are not aligned properly and when pressed, the hands move further or closer than the location of the button.

Implemented missions:

1) Admission and recognition.
2) First generation of energy.
3) Accumulated energy.

The three missions function as a tutorial, since they implement almost all the mechanics of the game: reactor start-up protocol, power generation, short-circuit repair, replacement of the control rod controller board, use of protective suit and use of the Operative crane to modify the position of the control rods.

You can fail in the missions as many times as you want, it will not be game over. But starting from mission 4, if you fail, you will have to go back to a saved point in the game.

In the next updates, I will be correcting known bugs and those that appear, and adding the missing missions.

We are going into Beta very soon!

Weekly update: internal wiring

Now the cables are not ornaments!

In Nuclear Last Darkness there are no gauges, push buttons, or trim knobs. All commands are part of the simulator. And now the cables too!

There are five basic trunks that interconnect the modules of the plant (they are in the tunnels). If they lack maintenance or there is a voltage overload, the cables will not resist and some areas of the plant could be left in darkness (and without control).

Fixes:
  • Fixed a bug that made the hands out of phase when pressing a button.
  • Fix for missing colliders on some walls.
  • Assistant stability improvements.
  • Performance improvements in open spaces and in tunnels.


Implementations:
  • Internal wiring between the reactor modules.
  • New repair clamp to fix the shorts.

Weekly update

- AO bug has been corrected.
- AO pathfinding when using elevators has been improved.
- Explosions and visual deterioration of the "Generating turbines" and "Refrigerant" modules have been implemented.
- The destruction (and GameOver) of the reactor core has been implemented.
- Improvements in the movements and animations of the player's cameras.
- New player outfit.

Important update

- Assistant AI improvements when controlling the reactor in the middle of an emergency.

- Improvements in the graphic section: volumetric lights and fog. Also, interior lighting has been improved. In the settings it is now possible to select the quality of the shadows.

- Landscape improvement: tree density and terrain details are now adjusted to the quality level selected for the game.

- Enemies: General improvements in enemy AI, movements and attack capacity.

- Weapons: The weapon "Baseball bat" was added.