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Arkin News

Alpha Update 0.3.6

We’ve just released a new Alpha update to our backers on Steam! The main highlights of this update are a completely overhauled Mission 2 experience, redesigned large ship destruction effects, tweaks, bug fixes, and more.

Mission 2

We spent a significant amount of time on this release to make Mission 2 more fun and polished. The changes will provide more interesting mechanics, more varied gameplay (no following Bombers around the whole mission), and a much improved atmosphere. Here’s a list with some of the main changes:
  • New Arkin Bomber damage model that requires accurate shot placement
  • New objectives to vary gameplay
  • New Arkin Bomber model and damage/destruction effects
  • Rebalanced wave timing and enemy counts
  • Improved Bomber AI
  • Updated music
  • Persistent debris on checkpoint loading

Two things missing in this update are complete voice acting (we’re about 50% right now) and the final music mix which is still being worked on.

Changelog

Beside the Mission 2 overhaul there are also many more improvements and fixes in this release.

Gameplay and Balance Tweaks
  • Reduce cluster munition damage
  • Slightly down AI fighter turn speed
  • Increase enemy damage across the board
Enhancements
  • Main menu now loads customization on demand instead of at start (improved menu loading time)
  • New damage states for Arkin frigate with new particle effects and progressive destruction
  • Civilian ships now feature full damage states with proper debris and new particle effects
  • TDF Frigates now feature full damage states with proper debris and particle effects
  • Created new systems for distant ships, includes warp in/out, battle, and destruction
  • Add check to squadron warning audio to ensure attacker is behind player
  • Large ship debris (frigates, civilian ships) will now persist if a checkpoint is loaded
  • TDF frigate is now actually destroyed in Mission 1 when dialog states that this has occurred
  • Added continue prompt and tips to loading screen
  • Implemented new debris caching system to only cache debris one for identical objects (performance improvement)
  • Add logic to skip tutorial after Prologue if it has already been completed
Audio
  • Tutorial is now fully voiced
  • Updated attenuations and sound culling by distance values on multiple sources
  • Tweak sound bank handling to improve memory usage efficiency
  • Added new medium size warp effect audio
  • Added positional values for generic medium warp in audio
  • Changed railgun pitch variance to vary sound
  • Tweaked Ship voice and AI warp volumes and attenuation over distance
Art and Visuals
  • Replaced old Arkin Bomber with new model
  • Add new customization assets for Support Modules, Shield Emitters, and Armor
  • Replaced all Arkin Fighter destruction particles effects
  • Update customization hangar model (still WIP)
  • Update chaingun impact particle effect
Bug Fixes
  • Fixed bug causing collision avoidance to be essentially non functional
  • Fixed issue with audio listener not attacking to first person camera
  • Fix world destroyer animation jump
  • Disable level boundary and boundary visual once warp jump begins
  • Fixed possible shield state on player where you could no longer take damage
  • Added missing explosion sounds to tutorial targets
  • Fix TDF capital hangar not disabling automatically on level load
  • Fix Warp HUD flashing visible briefly when the warp system is enabled
  • Fixed generic squad dialog playing after player death
  • Fix player ship “space particles” not appearing
  • Fix state of weapon energy mode persisting on load (audio only)
  • Fix hitmarkers not appearing when shooting turrets
  • Fix TDF Capital cannon projectile appearance
  • Fix issues with save system and checkpoint loading where values were being persisted unintentionally
  • Fix some issues with clearing mission in progress data correctly
  • Fix bug causing AI to return to level for far too long
  • Ensure cluster missiles pool impact particles
  • Fixed issue with debris lingering on in mission scene switches
  • Fix for music state persisting between scene transitions
  • Fix issue where having a target locked that then became an objective would hide the lock indicator

Alpha Update 0.3.6

We’ve just released a new Alpha update to our backers on Steam! The main highlights of this update are a completely overhauled Mission 2 experience, redesigned large ship destruction effects, tweaks, bug fixes, and more.

Mission 2

We spent a significant amount of time on this release to make Mission 2 more fun and polished. The changes will provide more interesting mechanics, more varied gameplay (no following Bombers around the whole mission), and a much improved atmosphere. Here’s a list with some of the main changes:
  • New Arkin Bomber damage model that requires accurate shot placement
  • New objectives to vary gameplay
  • New Arkin Bomber model and damage/destruction effects
  • Rebalanced wave timing and enemy counts
  • Improved Bomber AI
  • Updated music
  • Persistent debris on checkpoint loading

Two things missing in this update are complete voice acting (we’re about 50% right now) and the final music mix which is still being worked on.

Changelog

Beside the Mission 2 overhaul there are also many more improvements and fixes in this release.

Gameplay and Balance Tweaks
  • Reduce cluster munition damage
  • Slightly down AI fighter turn speed
  • Increase enemy damage across the board
Enhancements
  • Main menu now loads customization on demand instead of at start (improved menu loading time)
  • New damage states for Arkin frigate with new particle effects and progressive destruction
  • Civilian ships now feature full damage states with proper debris and new particle effects
  • TDF Frigates now feature full damage states with proper debris and particle effects
  • Created new systems for distant ships, includes warp in/out, battle, and destruction
  • Add check to squadron warning audio to ensure attacker is behind player
  • Large ship debris (frigates, civilian ships) will now persist if a checkpoint is loaded
  • TDF frigate is now actually destroyed in Mission 1 when dialog states that this has occurred
  • Added continue prompt and tips to loading screen
  • Implemented new debris caching system to only cache debris one for identical objects (performance improvement)
  • Add logic to skip tutorial after Prologue if it has already been completed
Audio
  • Tutorial is now fully voiced
  • Updated attenuations and sound culling by distance values on multiple sources
  • Tweak sound bank handling to improve memory usage efficiency
  • Added new medium size warp effect audio
  • Added positional values for generic medium warp in audio
  • Changed railgun pitch variance to vary sound
  • Tweaked Ship voice and AI warp volumes and attenuation over distance
Art and Visuals
  • Replaced old Arkin Bomber with new model
  • Add new customization assets for Support Modules, Shield Emitters, and Armor
  • Replaced all Arkin Fighter destruction particles effects
  • Update customization hangar model (still WIP)
  • Update chaingun impact particle effect
Bug Fixes
  • Fixed bug causing collision avoidance to be essentially non functional
  • Fixed issue with audio listener not attacking to first person camera
  • Fix world destroyer animation jump
  • Disable level boundary and boundary visual once warp jump begins
  • Fixed possible shield state on player where you could no longer take damage
  • Added missing explosion sounds to tutorial targets
  • Fix TDF capital hangar not disabling automatically on level load
  • Fix Warp HUD flashing visible briefly when the warp system is enabled
  • Fixed generic squad dialog playing after player death
  • Fix player ship “space particles” not appearing
  • Fix state of weapon energy mode persisting on load (audio only)
  • Fix hitmarkers not appearing when shooting turrets
  • Fix TDF Capital cannon projectile appearance
  • Fix issues with save system and checkpoint loading where values were being persisted unintentionally
  • Fix some issues with clearing mission in progress data correctly
  • Fix bug causing AI to return to level for far too long
  • Ensure cluster missiles pool impact particles
  • Fixed issue with debris lingering on in mission scene switches
  • Fix for music state persisting between scene transitions
  • Fix issue where having a target locked that then became an objective would hide the lock indicator

Dev Blog 30 - New Visual Effects and More

Welcome to the first Arkin Dev Blog of 2017! After a much needed break for the holiday season we’re back and working harder than ever to bring Arkin to life. We’ve got some interesting updates to kick off the new year so let’s get to it!

New Visual Effects

In a previous update we mentioned that changes to how shadows are being handled in our engine have allowed us to update our camera setup to support some cool new graphical effects. We’d like to expand on that and show you a couple of those new effects in action.

Ambient Occlusion has become a staple of modern game graphics. Essentially it is the shadowing that exists in cracks, corners, and narrow gaps, regardless of other lighting in the scene. Physically accurate ambient occlusion requires a much more realistic lighting setup than is possible for modern hardware to handle in real time. That of course means that Ambient Occlusion in games is not entirely accurate, but rather an approximation that serves the purpose of adding that extra bit of detail to a scene without destroying performance.



Here is an example of ambient occlusion in action. In one shot you can see the fully rendered scene including ambient occlusion. In the other you can see the raw ambient occlusion pass that has been calculated in real time. The calculated occlusion is then applied over top of the rendered scene to add the shadow details.

Our next effect is certainly not new but we’re very happy to be able to use it nonetheless. Volumetric Lighting is a way to add physical presence to light. It gives light the effect of passing through an actual three-dimensional medium such as fog, dust, smoke, or steam. Sun rays are a very common representation of volumetric lighting in modern games.



Here are two screenshots of the exact same scene with the only difference being the addition of volumetric lighting. You can see how the work lights gain physical presence in the scene when volumetric lighting is enabled. Going forward we’ll be looking for opportunities to apply this effect to add an extra layer of graphical fidelity to the game.

Art

Our art update is brief in this Dev Blog as a number of assets are almost ready to be shown but aren’t quite there yet. So for now we’ve got some shots of the new work-in-progress launch hangar.



Keep in mind that the hangar is completely untextured right now and missing almost all its detail geometry. Even then it does manage to look fairly good thanks to a darker lighting setup and strategic use of ambient occlusion and reflections. We’re looking forward to showing off the completed hangar in our next update.

Alpha Update

Earlier this week we released alpha version 0.3.5, a small update with a few new features and several fixes and enhancements. Among those features are our new graphical effects and dynamic squadron dialog to inform you if they spot hostile fighters on your tail. Our next big update (0.4) will be more substantial and feature new and updated mission content among other changes. No ETA at this time but as usual we hope to have it ready as soon as possible!

That’s all for this month! Thanks for reading and we’ll see you next time!

- The Arkin Team

Dev Blog 30 - New Visual Effects and More

Welcome to the first Arkin Dev Blog of 2017! After a much needed break for the holiday season we’re back and working harder than ever to bring Arkin to life. We’ve got some interesting updates to kick off the new year so let’s get to it!

New Visual Effects

In a previous update we mentioned that changes to how shadows are being handled in our engine have allowed us to update our camera setup to support some cool new graphical effects. We’d like to expand on that and show you a couple of those new effects in action.

Ambient Occlusion has become a staple of modern game graphics. Essentially it is the shadowing that exists in cracks, corners, and narrow gaps, regardless of other lighting in the scene. Physically accurate ambient occlusion requires a much more realistic lighting setup than is possible for modern hardware to handle in real time. That of course means that Ambient Occlusion in games is not entirely accurate, but rather an approximation that serves the purpose of adding that extra bit of detail to a scene without destroying performance.



Here is an example of ambient occlusion in action. In one shot you can see the fully rendered scene including ambient occlusion. In the other you can see the raw ambient occlusion pass that has been calculated in real time. The calculated occlusion is then applied over top of the rendered scene to add the shadow details.

Our next effect is certainly not new but we’re very happy to be able to use it nonetheless. Volumetric Lighting is a way to add physical presence to light. It gives light the effect of passing through an actual three-dimensional medium such as fog, dust, smoke, or steam. Sun rays are a very common representation of volumetric lighting in modern games.



Here are two screenshots of the exact same scene with the only difference being the addition of volumetric lighting. You can see how the work lights gain physical presence in the scene when volumetric lighting is enabled. Going forward we’ll be looking for opportunities to apply this effect to add an extra layer of graphical fidelity to the game.

Art

Our art update is brief in this Dev Blog as a number of assets are almost ready to be shown but aren’t quite there yet. So for now we’ve got some shots of the new work-in-progress launch hangar.



Keep in mind that the hangar is completely untextured right now and missing almost all its detail geometry. Even then it does manage to look fairly good thanks to a darker lighting setup and strategic use of ambient occlusion and reflections. We’re looking forward to showing off the completed hangar in our next update.

Alpha Update

Earlier this week we released alpha version 0.3.5, a small update with a few new features and several fixes and enhancements. Among those features are our new graphical effects and dynamic squadron dialog to inform you if they spot hostile fighters on your tail. Our next big update (0.4) will be more substantial and feature new and updated mission content among other changes. No ETA at this time but as usual we hope to have it ready as soon as possible!

That’s all for this month! Thanks for reading and we’ll see you next time!

- The Arkin Team

Alpha Update 0.3.5

We're happy to release our first update for 2017! This update is primarily bug fixes and enhancements with a few small features sprinkled in.

New Features
Dynamic Squadron Dialog - Squadron leaders will now inform you if they spot hostile fighters on your tail.
Volumetric Lighting - Currently implemented on some lights and suns, will be expended upon.
Screen Space Ambient Occlusion - Provides enhanced shadow details
New Anti-aliasing method - Significantly reduces jagged edges. Still in testing & development stage.
Countermeasures - ECMs are now standard equipment on the Orion. This will allow us to use missiles and other tracking weapons much more liberally.

Enhancements
  • Cluster Munitions have been overhauled, are now significantly more effective due to increased quantity and explosive radius
  • Third person camera has been rewritten to solve issues with manual rotation and strange follow behavior
  • Animated landing gear, will automatically deploy/retract when appropriate
  • AI aiming precision improvements
  • AI will better compensate for target leaders
  • Space elevator now has collision geometry
  • Many objects now have Level of Detail meshes to improve performance
  • Shadows now have dynamically calculated cascades, significantly improves shadow quality close to all cameras
  • Added a quick cutscene to Tutorial to introduce the mission
  • New Arkin turret models
  • Added damage areas to TDF ship thrusters, because at some point someone will complain this feature is missing
  • Improved HUD missile warning system to handle multiple missiles


Bug Fixes
  • Fix some billboard issues with volumetric lights
  • Fix possible checkpoint reload issue in Tutorial
  • Switched back to correct skybox in Border Raid Pt.2
  • Fixed some issues with AI and GOExtension targeting registering, should stop too many AI engaging a single target
  • Fixed instances of Reset function conflicting with MonoBehaviour
  • Fix darkness in customization hangar caused by broken SSAO
  • Fixed pause menu issues with Confirmation Dialog and pressing ESC
  • Tweak Border Raid Pt.3 layout to properly align with incoming warp vector
  • Fix directional light shadows in Level01_03
  • Add hangar ambient light control to stop scene ambient bleeding in
  • Fix hangar launch prompt appearing after docking
  • Disable in launch tunnel to stop superfluous warnings
  • Updated TDF Capital with launch tunnel alignment fixes
  • Fixed hard lock radius not updating correctly
  • Double pause for audio to stop coroutine audio leaks
  • Fix for not being able to switch cameras after cutscenes
  • Increased far camera ranges to avoid clipping distant geometry
  • Fixed issues with tutorial and main menu mission select
  • Tweak weapon input handling to better handle pausing