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Osiris: New Dawn News

Experimental Build 0.4.303

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.




After gathering reports from the community across our channels and went ahead and fielded these items:

  • Added - Habitat and Beacon now appear both on the compass and have icons on the map
  • Fixed - bug that would prevent multiplayer servers from loading
  • Fixed - pink materials on Custom Ramps and Skylights
  • Fixed - bug causing the Crashsite enemy wave to spawn twice
  • Fixed - bug causing the player to lose Science points when logging in and out
  • Fixed - Legacy migration is now only ran once, instead of in the instance of not finding current data, allowing deleting all characters manually and not having them reappear
  • Fixed - bug that would cause players to get sent straight to the class selection screen even if they have already created a character
  • Changed - Patch Tape now costs 1 Cloth Bundle and 2 Berries and can be crafted in the Player's inventory, Printer, Fabricator, and Advanced Fabricator
  • Changed - Higher level new creatures no longer cost 0 difficulty, so should no longer spawn in greater numbers, or sooner in progression than intended
  • Changed - fast tracked a few economy rebalance changes to improve current playability
  • Changed - Cloth Bundle now is crafted with plant life found on Proteus, and is craftable in the Player's inventory, Printer, Fabricator, and Advanced Fabricator
  • Changed - Upped the data storage size for player XP to prevent any overflow issues
  • Changed - in-game description on Cloth Bundle
  • Changed - Crashsite spawn wave is now clamped to a maximum of 2 weak creatures


We thought it would be better to get these fixes and changes in your hands now as opposed to later in the week. In the meantime, we're heads down on this week's update.

Over and out,
Brian

Experimental Build 0.4.292

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



[h3]While half our team focused this week on data stability and multiplayer, the other half worked on adding a new moon, creature, and lots of polish and bug fixes. We also added dedicated quality assurance testers to our team, which has allowed us to really stress test the game and has already proven to be worth the cost ten times over.[/h3]

[h2]Lutari[/h2]


The second moon of Theseus Prime is Lutari. Lutari is positioned very close to the Theseus Prime ring system, giving a beautiful look at the “hot Jupiter’s” rings. Similar in appearance to our own moon, this world features reduced gravity, strange “Moonshrooms” and is rich in rare minerals.



[previewyoutube][/previewyoutube]


[h2]Infinity Terrain[/h2]


We also added back in our “infinity terrain” system and improved it greatly. Added first to Lutari, the infinity terrain will generate in all directions at huge distances, completely removing any end of the world. We optimized the system from previous versions and improved the visuals to allow for parallax mapping and detailed shader system, the same shader system on the primary terrain area, which gives a nice cohesive look.

All the other locations will be getting the Infinity Terrain in future releases.


[h2]Moon Mantis[/h2]


The first discovered Lutarian is the Moon Mantis, which appears to be some sort of predator that roams the surface.

The Moon Mantis takes advantage of our new IK Creature Animation system which allows math driven IK for traversal and feet planting while using expressive key framed animations in the attack sequences. We’ve had a lot of players ask for this, which has also been on our roadmap, and now it’s here. Other creatures will be receiving this animation treatment as we go.

[h2]Moonshroom[/h2]


Not completely desolate, there seems to be a strange iridescent shrub called a Moonshroom on the moon’s surface.

[h2]Changes to Slipping[/h2]
The controversial and much debated foot sliding mechanic has been tweaked in this version. When attempting to jump at the highest peak incline the slip now has a very small chance of causing a suit breach. The sliding duration has been drastically reduced to allow for quicker interaction after sliding.

[h2]User Interface Transitions[/h2]
Something we’ve always wanted to add in and finally had a chance. We started with some nifty zoom transitions when going from menu to menu.

[h2]Lots of fixes and improvements[/h2]
Huge focus on furthering the data stability since our change to the cloud file system. Countless bugs were fixed this week around these features. We also fixed party member ownership, building, and other control issues.

[h2]Change List[/h2]
Here's list of what we hit this week, we kind of went a little crazy:
  • Added - New multiplayer buffer system
  • Added - mode title to Main Menu
  • Added - Quick Level Test spawn points to World
  • Added - configured Lutari LevelDesign scene with CreatureZones
  • Added - Lutari to Proteus2 LowOrbit
  • Added - AStar and configured loading settings for Lutari | Added GraphCache file
  • Added - Lutari WorldArt lighting pass
  • Added - Lutari sections file
  • Added - Highlighter to crab and rock pickups
  • Added - Creature enum for pick ups
  • Added - color coding for Cover during storms
  • Added - Set atmosphere, stars, planet and weather settings for Lutari.
  • Added - thin atmosphere to lower audio levels
  • Added - Configured Lutari plants for collection
  • Added - logic to request the master client save every 30 seconds while a player is attempting to join, to account for any unexpected loss in photon calls
  • Added - null check to weathermanager's photonview setting in awake
  • Added - Moonshroom item, configured to work with lutari plant prefabs
  • Adding - Transition system
  • Added - transitions to in game menus
  • Added - Crystal shader
  • Added - Lutari mineral variants
  • Added - lots of minerals to Lutari
  • Added - planets reference to Lutari_Persistent
  • Added - PlanetTrigger to Lutari planet in Proteus2_Persistent
  • Added - failsafe to not run the dynamic wave spawner if no enemies are specified
  • Added - finished automated backup, syncing of backup, and loading of backup-ed file in the instance of corrupted file either overall or in the instance of erroneously erased data
  • Added - Infinity Terrain to Lutari
  • Added - RTP to InInfinity Terrain
  • Added - More polish on Lutari materials, terrain, and rock materials
  • Added - Spaceship will now wait for the world save to finish before it spins up it's interplanetary drive to full speed
  • Fixed - Parasyte body will no longer fall beneath the world and be inaccessible
  • Fixed - item pickup collision settings that caused them to fall through the floor very frequently when dropped
  • Fixed - shadow distance options
  • Fixed - room names being inconsistent
  • Fixed - owned structures and vehicles not populating
  • Changed - Optimized Spaceship Landing Gear
  • Fixed - Player jumping over small bluffs in the terrain
  • Fixed - Bloom options
  • Fixed - Network instantiated player prefabs are now properly removed from the world when their owning player leaves
  • Fixed - issue causing the new buffer system to allow data desync in the buildable system due to save IDs getting desynced
  • Fixed - issue causing the new buffer system to save empty data entries into the persistence system, unnecessarily bloating the save files
  • Fixed - viewIDs not properly getting sent to remote clients for Droids
  • Fixed - Disabled despawning of Creatures temporarily as the system gets redesigned due to it causing severe FPS drops on clients due to creatures not being destroyed on every client
  • Fixed - issue preventing players from joining a master client that is inside of a vehicle
  • Fixed - Texture sizes for RTP
  • Fixed - corrupted file handling for non-data critical save files
  • Fixed - FileStreams remaining open due to mid-stream errors
  • Fixed - instances where autosave would attempt to run before the initial load has finished, causing corrupted/incomplete data
  • Fixed - Spaceship is now removed when a client leaves low orbit to enter space
  • Fixed - some errors ran into through testing multiplayer
  • Fixed - to Crab Pickup materials
  • Fixed - ghosting on selection circle sprites.
  • Fixed - jittery camera on Mech and MechCrab
  • Fixed - UI on Hovercraft and GAV
  • Fixed -Particle system on Hovercraft
  • Fixed - Player now properly spawns when remote client enters planet
  • Fixed - small instabilities and errors in multiplayer
  • Fixed -issue where save IDs were not properly counting the highest ID, causing building to be problematic
  • Fixed - general errors during loading
  • Fixed - persistent data duplication issue
  • Fixed - divide by zero error when starting fresh in a multiplayer universe
  • Fixed - some null refs in item pickup
  • Fixed - creature logic being ran on remote clients when unintended
  • Fixed - Crab Mech multiplayer sync issue
  • Fixed - 3rd person Camera Collision from jittering
  • Fixed - ownership discrepancies for party members
  • Fixed - bug causing remote clients destroy to not clean up the item locally
  • Fixed - issue with buildable object manager duplicating and not properly maintaining one single instance at any given time
  • Fixed - Player's location is now saved when they spawn so if they respawn they are not stuck inside the pod or at 0,0,0 world space
  • Fixed - 3rd Person camera for Mech
  • Fixed - Mech sounds
  • Fixed - hovercraft engine material
  • Fixed - Hovercraft exhaust materials
  • Fixed - all camera distances for all vehicles
  • Fixed - all headlights for all vehicles
  • Fixed - an issue where the BuildableObjectManager would keep references to the previous planet's buildables in memory and respawn them on a new planet
  • Fixed - infinite loop in saving on failure to save
  • Fixed - backup file sync path
  • Fixed - gravity when planet travelling to low gravity worlds
  • Fixed - bugs within BuildableObjectManager
  • Changed - Increased ambient and sky illumination at night
  • Changed - Spaceship exhaust materials less bright
  • Changed - Harvesting berries now provides science
  • Changed - Looting creature bodies now provides science
  • Changed - Harvesting broken droids now provides extra engineering XP
  • Changed - Set server debug text to be wider
  • Changed - Gave important scene PhotonVIews their own fixed IDs
  • Changed - Made lingering smoke on meteor darker to make it easier to find
  • Changed - Updated Crab mesh pick ups and other optimized meshes
  • Changed - Improved Pick Up HUD
  • Changed - Improved always up HUD
  • Changed - Adjusted atmosphere settings on Proteus 2
  • Changed - Adjusted LOD distances for some crab and skeliopod items
  • Changed - Increased resolution of displacement maps on Proteus 2 terrain
  • Changed - Set all Lutari textures to 2K
  • Changed - Set camera rendering to Forward to fix RTP black terrain issue.
  • Changed - Sped up bullets on GAV and MechaCrab
  • Changed - Crab Antenna Icon
  • Changed - Lowered timeout to 180 seconds from 360
  • Changed - Reworked shader for Diamonds
  • Changed - Disabled BuildableObjectManager's passive syncing, fixing duplication issue
  • Changed - Zeroed out Lutari for proper placement
  • Changed - Player breath is now off when in a vehicle
  • Changed - Switched out BuildableObjectManager's list handling with a dictionary so they can share the same persistent object IDs and not become desynced with async loading
  • Changed - Adjustments to incline sliding. Made sliding less time and only gives damage at a low chance percentage
  • Changed - Trimmed jump landing animation to make it quicker and more responsive
  • Removed - the need for Draw Distance limits
  • Removed - dummy missions from Mission Transmission


Be sure to check out our official Roadmap: Osiris: New Dawn - Roadmap

The next Main Branch update is right around the corner. In the meantime, we'll keep chipping away - lots more to do. Hope you enjoy the low gravity world of Lutari!

Over and out,
Brian

Experimental Build 0.4.230

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



[h3]Besides adding some quality of life systems, we took the week to clean and solidify all the features we've added over the past few weeks.[/h3]

  • Server Logs

This week we added a feature we call "Scribe", which is a server log to view what has happened on the server while you were away.



  • Feedback Tool

This in game Feedback system was a huge hit in our Beta Branches, so we added it to this branch. This will allow you to send us your feedback while in the game, quickly and easily. Plus, we find the screenshot feature is extremely helpful.



You can view this feedback on the Osiris: New Dawn website here:

Osiris: New Dawn - Feedback



  • Aziel Updates

Filling out Aziel was a snap with our new nature tools we developed last year, allowing us to add hundreds if not thousands of minerals across the surface of the 7K map. We plan on exploring this technology further, allowing seeds to create interesting variations in placements.



  • Change List

Most of the fixes this week went towards solidifying the Cloud Save System. Here's list of what we hit this week:


    Added - Scribe Log System and accompanying UI
    Added - Feedback Tool and accompanying UI
    Added - rich mineral nodes and ruins across all of Aziel
    Added - snow variants of minerals
    Added - visual versions of all the specific resources
    Fixed - numerous Cloud Save System bug fixes and polish
    Fixed - Spaceship no longer is lost when disconnecting or crashing during transit between planets
    Fixed - HAB window not counting as cover
    Fixed - Creatures no longer damage the player through walls
    Fixed - Printer and Chem Station textures have been upresed
    Fixed - instances where interact HUD would cutoff some descriptions and build costs
    Fixed - collision in a wall in the Gamma Mine
    Changed - View ID max up to 10000 per player



In case you haven't seen it, our Roadmap can be viewed here. Now with voting:

Osiris: New Dawn - Roadmap

We also updated the change list with all January changes:

Osiris: New Dawn - Change List


I also wanted to take a minute and say thanks for sticking with us. It took a while to find the right crew, and right now we have the perfect crew on board to properly get after this project. People make all the difference and I couldn't be more proud of our team, their excitement, dedication, and skill.

Over and out,
Brian

Experimental Build 0.4.221

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.




[h3]OK, got a lot in this week! We finished restoring Aziel, the seamless space travel, and added in the cloud file system which will take over from the old SQL database structure. We updated the Aziel "giraffe" creature to the new AI and gave it the Herd Behaviors which we migrated over from our Beta Branch tests. We also updated a number of "quality of life" changes, moved the worms to the dunes, toned down the chance of a dust storm, and a bunch of other small items.[/h3]

[previewyoutube][/previewyoutube]

  • Seamless Space Travel

This second version of space travel incorporates asynchronous loading, removing the need of having a loading screen in between planet travelling. This will allow you to travel seamlessly from Proteus 2 to Aziel, including being in Low Orbit and a new zone called Deep Space.

  • Cloud File System

Version 1 of our file cloud save system deprecates the old SQL system, which was prone to errors due to data parsing over server connections. This new system has numerous benefits, such as automatic back ups of your data, much faster saving and loading (especially in high density worlds with lots of objects), and has an automatic migration feature which will bring over all your data. We took extreme measures to make sure to handle your data with care, and though it was a lot of work, we think it was worth it.

Additionally, the cloud data allows for far more variants in our save game states, which will allow us to explore more ways to customize structures and vehicles, along with being able to add more interesting game play elements. This system essentially frees us up to explore more, while adding stability, redundancy, and speed.

  • Aziel

The first planet restore since the code rewrite is Aziel, and she's looking better than ever. A full 7K world, Aziel is the largest planet we've made for Osiris: New Dawn. Aziel also sports a fancy new lava illumination shader for the heated areas of the world.

A side note - the worlds will continually be worked on as we go. For instance, this version of Aziel is missing the Tundra around it, and this will get added as we continue.

  • Herd Behaviors

We previously showed what we can do with stealth gameplay using the hearing and vision senses of the updated AI. Taking the AI further is the Herd system, which just like nature has a leader with the others following in a flocking style movement. Disturb the herd and they will scatter, all while avoiding obstacles, pathfinding, and not taking any hit to the game's performance.

  • Lots of Minor Fixes

Worms and storms seem to be the most frequent pain points, so we adjusted those this week, along with fixing a handful of other items.


    Added - Seamless Space Travel to all gameplay systems
    Added - Cloud Save System
    Added - Aziel Planet
    Added - Giraffe Idle and Gallop animations.
    Added - Giraffe rootmotion walk animation.
    Added - Attack, hit, and turn animations for Giraffe
    Added - event system for going in and out of orbit
    Added - support for planet rendering while in space
    Added - Deep Space zone
    Added - reertry sounds.
    Added - reentry sound when planet travelling
    Added - support to test local and multiplayer saving from Quick Level Test
    Added - AI systems into restored Aziel scene.
    Added - mineral nodes to restored Aziel scene.
    Added - creature zones for Giraffe herds in restored Aziel scene.
    Added - and improved creature herding systems and associated behavior tasks.
    Added - Giraffe creature from beta branch and set up with new herding and fleeing
    Fixed - infinite worm spawns when a vehicle is lost to the worm in the Sand dunes
    Fixed - interact system crash when interacting with an object without an interact target
    Fixed - Compass System for space travel
    Fixed - Map System for space travel
    Fixed - creature zones not properly detecting player.
    Fixed - local planet issue when space travelling.
    Changed - Sandworms no longer are triggered when the player is in a spaceship
    Changed - minimizing starting health at 5 so the player does not die instantly at spawn
    Changed - adjustments to Structure build sounds behavior.
    Removed - interactable surface from hallway


With the cloud save system in we hope that data issues become a thing of the past. We're also very excited about the new level loading tech, and that adding planets in is becoming easier and easier. This was a huge week for us, but keep in mind, this is EXPERIMENTAL, meaning this material was not thoroughly tested and will get refined and tested before adding to the main branch.

Over and out,
Brian

Experimental Build 0.4.189

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.




[h3]While we're working on restoring Aziel, adding seamless space travel, and creating a much improved cloud saving system, we were able to hit a number of items from our bug reports to improve the overall experience. When we play the game we feel much still needs to be done to improve the core gameplay, and we're chipping away at it week over week.[/h3]

[previewyoutube][/previewyoutube]

  • Mecha Crab

We rewrote the creature driving system to be far less complex in code and more modular. In addition to having strafing, running, jumping and shooting from the Mecha Crab with improved physics and math driven IK, this system can possibly be used in other ways. We'll experiment more with how to use this new tech as we go.

  • Temperature

The temperature dial has been changed to reflect your suit temperature, which is calculated by a number of real time weather forces in the game. You'll notice now that your temperature gauge will change when entering an enclosed vehicle or structure, which will also affect the frost on screen, since these areas are considered "optimal temperature zones."

We hope with making the temperature suit-centric will be more clear, and give more piece of mind when entering a warm zone. Remember, all the temperature readings are in Celsius.

  • Hover and Stamina Adjustments

In the Survival Update we re-established a baseline for the survival gameplay. In the past, many of the features were over powered and took away from the survival mechanics, and therefore we rebalanced in the Survival Update. That said, when we make adjustments we typically go too far on purpose, then gradually ease up to find the sweet spot.

Hover and Stamina are both key features in the game and will probably be endlessly tweaked, and in this build we're trying this: Hover duration is doubled, Stamina usage rate halved with its restore rate doubled. This will allow you to sprint for longer periods of time while feeling more responsive. The hover now sports a replenish timer, since hover replenishing takes 5 seconds to fill.

  • Lots of Minor Fixes

We've been chatting on Discord and fielding your responses on the Houston email channel, and have been able to knock out a large number of issues reported. The worms have been removed from the interior of the map (for now), suit attachment rendering fixed, and lots of other small things, including a quick pass on UI audio.


    Added - support for oxygen replenish in enclosed vehicles
    Added - support for optimal suit temperature in enclosed vehicles
    Added support to be at optimal suit temperature in structures
    Added - support for Inflatable Dome to give Oxygen
    Added - timer to hover replenish
    Added - more space for inventory UI
    Added - reverb to System Computer and player voice
    Fixed - Mecha Crab movement
    Fixed - first person weapon shadows
    Fixed - first person attachment rendering
    Fixed - Depository to allow accessing from side
    Fixed - Inflatable Dome ramp
    Changed - Made heartbeat sound ramp up intensity
    Changed - Reworked foot landing sound
    Changed - Halved all footstep sounds
    Changed - Updated all UI sounds
    Changed - Increased default hover duration by double
    Changed - Removed worms from inside continent
    Changed - Changed Temperature reading to show suit temperature, not outside temperature
    Changed - hover replenish rate to double
    Changed - Stamina to replenish faster
    Changed - Made Stamina more responsive
    Changed - Improved sounds for building



[h3]Work In Progress[/h3]

  • Save Game System

We're attacking the save game issues from all sides and are making this our top priority. Essentially, the legacy save system uses MySQL database calls. Because of the increased traffic these calls sometimes fail on the servers, which causes incomplete data. When we get the data back incomplete, the game doesn't quite know how to parse it. Rather than continually fixing this system, we're migrating to a new file cloud save system, which has backwards compatibility and redundancy, and will also allow for versions of your save data to be recovered if needed.

  • Aziel

The Aziel map has been restored and optimized and almost made it into this Experimental Build, but not quite. We've improved the lava rendering and snow FX, and Aziel is looking better than ever. We've been playing on Aziel all week and should be ready for the next release.

  • Space Travel

We're continuing to bring over features and content from the Beta Branches, and the Seamless Space Travel has been brought over and we've been space travelling internally all week. All that is left is to add the multiplayer component and the save game data when entering a new planet, which ties into the new Save Game System currently being worked on.


While we still have much to do to add, restore, and polish I'm happy to say development is coming along smoothly, mostly due to the code refactor and clean up that occurred leading up to the Survival Update. It seems we have a very solid base now, many of the performance problems of the past are behind us, and once we have the data system bulletproof we'll be able to really play offense week over week.

Over and out,
Brian