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DRONE PERSPECTIVE News

Update #9 UX and Controls

[p]Hello![/p][p]Before we start: 10% discount for the game will be applied for a couple of days today after 16:00 CET![/p][p][/p][p]Boring mandatory updates are behind, now we can focus on cool stuff: [/p]
  • [p]Game is now much more pleasant to play on a gamepad and small screens (like Steam Deck).[/p]
  • [p]Enemy highlight ability reworked and is using post-processing instead of widgets.[/p]
  • [p]Squads now have three slots for abilities: Heavy, Drone, Tool.[/p]
  • [p]Squad widget on HUD adjusted for better readability and to support abilities.[/p]
  • [p]Aim assist feature for suppressing fire enabled by default.[/p]
  • [p]Hotkey to reinforce selected squad added.[/p]
  • [p]Onboarding "puzzle" on first level made easier.[/p]
  • [p]Of course, more localization fixes and minor bug fixes.[/p]
[p][/p][p][/p][h2]Reworked enemy highlight[/h2][p][/p][p]VEIL engineers improved enemy highlight system. Enemies are scanned with adjustable pulse.
[/p][previewyoutube][/previewyoutube][p][/p][p]This approach allows to have more gameplay around scanning ability without sacrificing required user guidance, and will help to play with fog of war in upcoming the multiplayer.[/p][p]
It also looks better, and this post processing shader is much more performance friendly than the previous widget based system.[/p][p]
[/p][h2]Three types of abilities[/h2][p]Based on community request around inventory anbd loadouts, ability system had to be adjusted.[/p][p]Abilities now have three interchangeable slots:[/p]
  • [p]Heavy slot (rockets, artillery..)[/p]
  • [p]Tool slot (Medkit and other upcoming items)[/p]
  • [p]Drone slot[/p][p][/p]
[p]This new system allows to add these improvements in the upcoming updates:[/p]
  • [p]Equip each squad with medkits or tools without sacrificing firepower.[/p]
  • [p]Have a designated drone for each squad.[/p]
  • [p]Increase combat variety in the upcoming multiplayer[/p]
[p]Remember, your feedback matters, and game is gradually moving towards the originally raised topics.[/p][p][/p][p]Note: Because of this feature some input keys changed.[/p][p]Drone control is now on \[ Tab ] and Toggle Drone Camera is on \[ 5 ].[/p][p]Tool slot (Medkit) is \[ H ]. Heavy ability and Grenade stayed on \[ T ] and \[ G ].[/p][p][/p][p][/p][h2]Improved Squad Widget[/h2][p][/p][p]Widget reworked to accomodate changes in the ability system.[/p][p]Press \[ Shift ] or \[Left Trigger ] to see more commands.[/p][p]Icons were made slightly bigger to be visible on the small screens.[/p][p]Explicit icon for crouch is added, to allow for the better indication of the squad stance.[/p][p][/p][p]Note: there are gameplay nuances in the interplay between sprint and crouch orders, they can be used for your advantage in the combat.[/p][h2]
Aim Assist enabled by default[/h2][p]
Now for suppressive fire mode, your aim will be adjusted towards the enemy in the range.[/p][p][/p][p]This change is made to address the main pain-point in players (and my own, honestly) feedback - "The enemy was not killed when I was aiming at it."[/p][p]This issue was even more prominent on the smaller screens like Steam Deck has.[/p][p]Adding it makes sense, because when it comes to direct fire control your troops already know what they are shooting at, so there is no need for unnecessary limitations from the game.
[/p][p]Feature can be disabled in the game settings, but I highly recommend to give it a shot and check how positively it affects the gameplay.

[/p][h2]Hotkey to reinforce squad[/h2][p][/p][p]Was debating whether it had to be added, but it makes gameplay much smoother, especially on the gamepad.[/p][p]The moral aspects of being able to replace your lost troops that easily will be left aside.[/p][p]Remember our goal - zero combat losses.[/p][p][/p][h2]Other fixes and improvements[/h2]
  • [p]Volume sliders made logarithmic. That allows the better control in the zone of low volume.[/p]
  • [p]Onboarding "puzzle" on the first level is made easier.[/p]
  • [p]Welcoming message on the main screen fonts were fixed for localization. (Sorry for that bug).[/p]
  • [p]Minor UI issues here and there were fixed, whatever.[/p]
  • [p]Game is fully playable on the gamepad.[/p]
[p][/p][p][/p][h2]What's next[/h2][p]Strategically, we move towards adding the first Skirmish map (including loadouts and more drones).[/p][p]Tactically the closest goal is to make it into the "Great on Deck" category on Steam.[/p][p]Game is incredibly immsersive on Steam Deck
[/p][h2]Bonus[/h2][p]This month community key winner is Mr.Mugger, because I recently discovered his crazy in-game editor screenshots in the community hub.[/p][p][/p][h2]Bonus #2 - How to play on Steam Deck[/h2][p]To those who scroll until the end, thank you![/p][p][/p][p]Game is already playable on Steam Deck, and recent update makes the gameplay shine.[/p][p]However, there are still some minor Main Menu issues with settings to overcome before I can start certification, but they are unrelated to the gameplay.[/p][p][/p][p]If you want to play on Deck before the official announce:[/p]
  1. [p]Change to "forward_shading" beta branch[/p]
  2. [p]Set Graphics settings to Lowest[/p]
  3. [p]Set Resolution Scale to 75%[/p]
  4. [p]Enjoy[/p]
[p]Playing Drone Perspective on Steam Deck feels incredibly immersive, give it a try![/p][p][/p][p][/p][p]Thank you for all rays of support I receive from you![/p][p]Remember, this is fully independent and community driven projet.[/p][p]No publisher, no investors. Just me and you who are reading this and playing Drone Perspective.[/p][p](And our desire to have the best tactical simulator of the modern combat).[/p][p][/p][p]Your support matters a lot.[/p][p]Stay safe![/p][p][/p][p]//Demetri[/p][p][/p][p]PS More info about development process available on project Discord in #dev-diaries channel.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]
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Update #8 Localization

First wave of localization is complete!
[p]Drone Perspective is now available on your native language.
[/p][p]Kudos to our community members who made it possible:[/p]
  • [p]Burmese - Linn Htet Myat[/p]
  • [p]Chinese - PrinDaisynha[/p]
  • [p]French - Warrex[/p]
  • [p]Russian - \[REDACTED][/p]
  • [p]Polish - Mateusz Łabuda[/p]
  • [p]Spanish - PrinDaisynha[/p]
  • [p]Ukranian - Volodymyr Snow Laptiev[/p]
[p]
You can change localization in Settings menu.[/p][p][/p][p]If you want to help with localization or you would like to see specific translation or you discovered a mistake - you are very welcome to join us on Discord.

You also can leave your comment in the corresponding localization documents. [/p][p][/p][p][/p][h2]Improved Font Work[/h2][p]Font style improved significantly across the whole game to preserve expressive consistency across all vailable languages.[/p][p][/p][p]Main story line:[/p][p][/p][p]HUD:[/p][p][/p][p]InGameFiles:[/p][p][/p][p][/p][h3]Other fixes[/h3]
  • [p]Fixed characters skins in the last secret level.[/p]
  • [p]Added virtual cursor for systems without native mouse cursor.[/p]
  • [p]Fixed mission objective widget size and highlight.[/p]
[p][/p][p]Localization was the last mandatory feature before the shoft of focus on multiplayer and skirmish battles against more complex AI.[/p][p][/p][p][/p][h2]Thank you for supporting this project![/h2][p]Your support matters and makes this possible.[/p][p]If you enjoy this game remember to leave it a Steam Reveiw![/p][p][/p][p]Always yours,[/p][p]Demetri[/p][p][/p][p][/p][h2][/h2][p][/p][p][/p][p][/p]

Multiplayer preparations + improved editor brush pipeline

Hi everyone,
I keep preparing the build for the upcoming multiplayer.

- Coop mode fixes (about it below).
- Improved editor brush settings.
- Noise brush - for more believable asphalt with realistic holes.
- Minor trench placement improvements (better snapping).
- Minor VFX bug fixes.
- Minor AI voxel traversal improvements.


Small note about coop mode:
It works! (unbelievable).
It is on its early stage.

First test coop map is available in workshop.
Multiplayer can be activated using secret code in hacking console which you can find as a graffiti in one of the level, or simply ask in the Discord community.

If you decide to play multiplayer - please note that map updater is accidentally buggy, so make sure that all players update the map from workshop in advance. (Fixes are coming this week).


Personal stuff: Delivering multiplayer is a lot of work for a solo developer, but I take my time, keep good work-life balance by slightly neglecting marketing, so it is all going well and steady.

We will likely organize one more playtest this weekend.
Stay tuned and stay safe!

Always yours,
Demetri

Level HELP hotfix!

Level HELP had a loading crash caused by the upcoming customization system.
I apologize for the inconvenience to anyone who experienced it.

It is now is fixed.
Game testing protocols are updated to prevent this from happening in the future.

Thanks to player SkynniX for reporting this crash.

Update #7: Secret Multiplayer test

[p]PvP in Drone Perspective rocks![/p][p]Tactical chess with realistic metrics and methods of combat.[/p][p]We had a decent amount of fun already, and it is time to share it with you.[/p][p][/p][h2]Multiplayer is hidden somewhere in the latest full build.[/h2][h3]To activate it, you have to find a graffiti with the secret code in one of the story levels.[/h3][p](Or simply ask in Discord community ;) )[/p][p][/p][p]Multiplayer is still in its early stage, but pretty much playable.[/p][p]I will be gradually making it more and more available for the players as it develops, but it is very important to release it gradually therefore additional side-quests.[/p][p][/p][p]Asking the community about the code, or checking Dev Diaries for the additional clues also works![/p][p][/p][h2]What is available in the multiplayer alpha:[/h2]
  • [p]Team-based PvP with up to 8 player squads in each team![/p]
  • [p]User-created workshop maps (I made two levels so far)[/p]
  • [p]Hold the point objective[/p]
  • [p]Each member of your squad is equipped with the combat rifle, rockets, and grenades.[/p]
  • [p]P2P Session Server Browser (To activate it, find and enter the secret code).
    [/p]
[h2]What is not available yet:[/h2][p]Remember this is an Early Access and the very first version. Not everything is perfect.[/p]
  • [p]Explosion synchronization for drop-in is yet to come.[/p]
  • [p]If host disconnects from the session it might lead to the black screen on the clients.[/p]
  • [p]Polished round info with scoreboard would be nice.[/p]
  • [p]No loadouts yet.[/p]
  • [p]Audience is tiny, because we're just starting.[/p]
[p][/p]
Bring your friends to play!
[p]I will be organizing regular playtests starting from the next week after my small vacation.[/p][p][/p][p]Until then I rely on your self-organization, because I will be offline for a bit.[/p][p]Discord community is active, if you need someone to play with - don't hesitate to ask there.[/p][p][/p][p]First bigger playtest is planned for[/p][h3]September 12, Saturday, 21:00 CEST[/h3][p][/p][p]See you there![/p][p][/p][p][/p][h2]Bonus[/h2][p]This month key goes to Kirill251 from Discord for creating Open Street Map Parser for Drone Perspective![/p][p][/p][p]With his parser you can simply enter desired coordinates in the python script and receive level json file with street grid which you then can enter into the level editor and get yourself initial level layout with the real-world distances.[/p][p]Parser can recognize:[/p][p]Roads, Forests, Bodies of water, Houses (placeholders for now).[/p][p]Script is available in #level-editor channel on Discord.[/p][p]It feels like magic and we will definitely develop this script further.[/p][p][/p][h3]Personal message[/h3][p]Thank you for reaching this far in this release notes, and thank you for your never-ending support.[/p][p][/p][p]After this push, I am going to a small offline vacation for a week.[/p][p]If you have any questions, our mighty community members will be able to answer them often better than I would do.[/p][p][/p][p]Wish you an amazing rest of the week![/p][p]See you on another side.[/p][p]Stay safe![/p][p][/p][p]//Demetri[/p][p][/p][p][/p][p][/p]