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(Midway Branch) Penkura Patch 0.2.0 MW 6

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 6


In this patch, we released our own Lions_Path system (Pathfinding and Cell generation System).
While creating the next zone for the upcoming patch 0.2.0, we notice that some test players with weaker machines started to struggle when loading their game, and because of the complexity of the map, NPC (AI) started to get stuck in corners that they thought they could maneuver around.

We did our best to find the best possible solution but in the end, we only had two options.
Increase even more the resolution and complexity of the Unreal build-in navigation system (which will fix most of the problems) but drastically increase load time, memory use, and affect overall performance, or, build our own navigation system that would work together with the build-in Unreal system.

After a few minor tests, we decided that the player experience would be degraded way too much with the first option.
Two weeks after, Lions_Path was created, and more precisely seventeen systems that work together to generate a cell-based navigation system, with a pathfinding solution, used by bots, and NPCs. Below there is an image taken directly from the engine, to present the amount of calculation that is made while loading the level (that is Lions_Path alone).



Because 99% of the calculation is done asynchronously while loading the game and the system uses basic cells, players should notice lower memory use, faster load speed, and fewer mistakes made by bots when moving very long distances. That 1% calculation left, is the path created with the use of the cells added by Lions_Path. Because only a tiny portion of the calculation is done when the bot requests navigation, the current most difficult and complex path ((distance of around 2km (1.24 Mile)) is generated on our test machine in 0.21 seconds.

We did extensive testing of Lions_Path before the release, to make sure players will experience as few problems as possible, but because of the complexity of the system, we still need to keep an eye on bot movement and their behavior.

Until any problems arrive, we are going back to work on the next zones, new missions, and dialogs.
More information on the zones, and missions next week.

In case of any problems, always feel free to contact me here on Steam in Sub Forum "Midway Branch of Penkura"

Link ---> https://steamcommunity.com/app/739720/discussions/4/

or contact me personally on Discord.

LINK ----> https://discord.gg/2ukYHQm

A small tutorial on how to access the Midway branch is available in the link below.

Link ---> https://steamcommunity.com/sharedfiles/filedetails/?id=2357998690

Till the next Dev-Com, over and out.

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Patch 0.2.0 MW 6
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------------------
⊞ Bugs/Errors ⊞
------------------

◈ Solar Panels always show that their energy flow is 0%.

◈ Materialization Complete Sound Effect in MMC could be heard from ten times its normal range.

◈ MMC Storage UI didn't refresh Icon style when changing Grid Style in Options Settings.

◈ Interaction animation in player/bot characters didn't trigger if used on locked doors.

--------------------------------------------
⊞ Improvements / changes / additions ⊞
--------------------------------------------

◈ Added a new type of pathfinding solution called Lions_Path.

◈ M.P.S scans 50% faster.

◈ Added Interactive Item (Small Desk Lamp)

◈ Added Interactive Item (Medium Desk Lamp)

◈ Added Interactive Item (HoloPet)

◈ Added new items to the game world, and improve foliage spread to make some areas a bit less empty.

◈ Added ability to reset/cancel any command given to the bot.

◈ Rebuilded a small section of the cave system in preparation for Monorail station content.

(Midway Branch) Penkura Patch 0.2.0 MW 5

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 5


In this patch we recreated the entire map system, converting old fashion 2d images, into full-fledged 3d holographic representations of the entire map. With this map, the player will be able to exactly tell his and his bots' position, caves, and underground bases will be holographically projected directly onto the map, and thanks to 3d view of the map, the player is able to determine the height and slops of the map.



With the new map, we are also introducing an exploration system, players will now have to uncover the map piece by piece to see all its ins and outs, something that was asked since the beginning.

The main reason for this change is as always ease of development and long term time save. In the process of developing Penkura, we made alterations to the map in more than dozen of patches. While developing the new map the same problem appeared again and again. Too much time was wasted on the constant alteration to the 2d map, which was of course needed.
The new system will save much-needed time, as any changes made to the game level will be directly translated into the holo map, saving us time in the long run.

Besides the map system, we also made changes to how character is affected by in-game physics, speed, ground friction, slop angles, in short, player character should feel less "floaty" but the bots thanks to their anti-grav engines, should have much more freedom when moving.

Creating 3d map while translating player camera on a 2d plane, and then converting the 2d position of 2d plane on to 3d environment while raytracing from secondary camera on a angle was a complex endeavor, that is why if any developer is interested in the process of creating this system, please feel free to contact me directly via our Discord server (link below), I will be more than happy to provide few tips, and present the system in more detail.

In case of any problems with transferring the save to the new system, always feel free to contact me here on Steam in Sub Forum "Midway Branch of Penkura"

Link ---> https://steamcommunity.com/app/739720/discussions/4/

or contact me personally on Discord.

LINK ----> https://discord.gg/2ukYHQm

A small tutorial on how to access the Midway branch is available in the link below.

Link ---> https://steamcommunity.com/sharedfiles/filedetails/?id=2357998690

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.2.0 MW 5
-------------------------------------------------
--------------------------------------------
⊞ Improvements / changes / additions ⊞
--------------------------------------------

◈ Player is now able to move, run, sprint, jump, and crouch when holding the map (when pressing and holding right mouse button)

◈ Complete visual and functional redone of the player map system.

◈ The Player will now see the cave, underground passages on the map.

◈ The Player map is now a fully 3d holographic representation of the current playable area, rather than pre-rendered 2d.

◈ Increased the player map accuracy to 1:1.

◈ Added map discovery system, the player will now have to manually discover parts of the map.

◈ Improved foliage rendering to eliminate poping of foliage.

◈ Added sound effects when the player opens or closes the map.

◈ Added new functionality to player personal map.

◈ Improvement to Shader of Personal Map to eliminate cursor flickering at swift movement.

◈ Increase the size of the main character Personal Map by 15%.

◈ Improved character movement physics to make it feel less "floaty".

◈ Improved bot movement physics, when jumping bot will fall much slower thanks to his own anti-grav field, and will have near full flight control when in the air.

◈ Increase personal bot map size by 60%

◈ Visual upgraded to night sky shader, the player will now see faint colorful nebulas.

◈ Bots and Main character, share the same map data, they can see and change selected markers.

◈ Added invert X and Y mouse options to the Options > Mouse Control menu, for personal holo map.

◈ Improved memory allocation of streamed texture to improve rendering on weaker machines.

(Midway Branch) Penkura Patch 0.2.0 MW 4

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 4


Patch notes are a combination of patches MW 3.1 / 3.2

In this patch, we heavily upgraded our weather and atmosphere system. In Penkura weather and atmosphere was always very important, the weather already affects solar panels, wind turbine but thanks to the added upgrades we will start to introduce proper dangers from natural sources.

Changes made to the system affect the lighting within the game, clouds, and fog will now change the light intensity, making some nights very bright and some pitch black. Because of that, we made nights a little bit shorter, nights will now start at 21:00 rather than 18:00.



As mention above we made heavy changes to the fog system, it will change its color depending on the time of the day, current weather, cloud intensity, and most of all, light itself. Light will now penetrate the fog simulating volumetric fog.

Performance of Penkura was and will be always important, because of that we do our best to find a compromise between the features of the system, it's not always possible but, extra steps allow us to take advanced features of complex systems, while still keeping GPU/CPU usage to an absolute minimum. Light coming from the sun will now affect fog density based on its angle, this will "simulate" fog changes very similar to those that normally would happen in volumetric fog. Simulation is not as perfect as proper volumetric fog but, we drastically lowered the system requirements to do so.

Thanks to that, players with weaker PC will still be able to enjoy Penkura on maximum settings.



The entire system above is fully automatic, and it's very easy to adjust for new biomes making our work a bit easier, while also speeding up game development. The system can be easily balanced in the future in case of nights becoming too dark, or whether to aggressive.

In case of any problems with transferring the save to the new system, always feel free to contact me here on Steam in Sub Forum "Midway Branch of Penkura"

Link ---> https://steamcommunity.com/app/739720/discussions/4/

or contact me personally on Discord.

LINK ----> https://discord.gg/2ukYHQm

With this release, we are going back to work on the Monorail station, which will connect the player with new levels, additional missions, dialogs, and player-requested changes to UI.

A small tutorial on how to access the Midway branch is available in the link below.

Link ---> https://steamcommunity.com/sharedfiles/filedetails/?id=2357998690

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.2.0 MW 4
-------------------------------------------------
------------------
⊞ Bugs/Errors ⊞
------------------

◈ Minor typos fixed.

◈ Buttons in the Options Window were unaffected by volume settings.

◈ Command Center Main Door, wrongly set state indicator to red (close) when it was open.

◈ Some sound effects made by M.P.S were unaffected by volume settings.

◈ Eating flowers sound effect was unaffected by volume settings.

◈ Close proximity message from Bot on Follow Command, had a visual error when presenting the character to follow.

--------------------------------------------
⊞ Improvements / changes / additions ⊞
--------------------------------------------

◈ Added 5 new thunder sounds to the weather system.

◈ Clouds now cast a fake shadow on the entire level using light function property. Shadows move with the same speed as the clouds, simulating roughly the size of the clouds.

◈ Gas Giant Planet, now properly shows a light shaft with the proper color.

◈ Mouse sensitivity is now split between the player and the bot.

◈ Added Bot mouse sensitivity.

◈ Added vehicle turret/camera mouse sensitivity.

◈ Added new Sub Menu Option for Game & UI, "Game Behavior"

◈ Added ESC button control button for RTS mode to "Game & UI > Game Behavior"

◈ RTS UI will adjust its appearance to the ESC button control switch.

◈ Added new weather mode "Light Storm"

◈ Added new weather mode "Super Storm"

◈ Clouds will now adjust their color depending on the weather type (example: Storm will now make clouds darker, lowering sun-bright orange color.)

◈ Fog will now change its color to blend with the sun color with adjustments of cloud coverage and fog density.

◈ Global Light will now adjust its strength not only to the time of the day, but also to fog density, cloud density, sun/gas giant position on the sky, and weather type.

◈ Day Starts at 06:00 and ends at 21:00 hours rather than 18:00.

◈ Solar Panels now work till 21:00 rather than 18:00

◈ Remove automatic weather calculations made by the sky system. Moved to a manual system to speed up the game.

◈ Added new Input (Dive) Used only in swimming mode.

◈ Added new Input (Ascend) Used only in swimming mode.

◈ Improvement to Ray Traced Cascade Shadow Calculations made by Gas Giant and Sun. (Minor performance improvement).

◈ Visual and Performance improvement to height fog.

◈ In-game fog will now move up and down, covering more background space depending on the type of weather, time of the day, and player position.

(Midway Branch) Penkura Patch 0.2.0 MW 3

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 3


Patch notes are a combination of patches MW 2.0.1 / 2.1 and 2.2.

As mention in the previous patch notes, we spend the last few weeks creating an improved new version of the save system.
I'm more than happy to inform you that not only the system works as intended but it also provides more freedom than we expected. From now on, we are able to implement dozens of minor content improvements that will greatly increase interaction with the game world, items, buildings, AI.

To provide an example, we were never able to save a user interface that is not part of the level when the game starts, as all data is reset or changed on the next activation. Currently, we can save an icon state, in a UI of a machine that is part of a building, that is part of a base, that is part of a controlled dome, that is part of a level, which none of (besides the level) exist on initial load, with a press of a single button. In short, it will save us weeks of work and dozens of possible logistics errors in the future.



As we promise a few months ago, we will always do our best to make sure that players won't have to start from scratch each time a major change is coming to the game. That's why we spend a week creating a secondary system that will translate the already made saves into a new one. Players will just have to load the game as nothing was changed, but from now on, each time they save, a new save slot will be created in a new save window.
This system will be also used in the future, to hopefully find and eliminated any possible errors that we overlooked.



In case of any problems with transferring the save to the new system, always feel free to contact me here on Steam in Sub Forum "Midway Branch of Penkura"

Link ---> https://steamcommunity.com/app/739720/discussions/4/

or contact me personally on Discord.

LINK ----> https://discord.gg/2ukYHQm

With this release, we are going back to work on the Monorail station, which will connect the player with new levels, additional missions, dialogs, and player-requested changes to UI.

A small tutorial on how to access the Midway branch is available in the link below.

Link ---> https://steamcommunity.com/sharedfiles/filedetails/?id=2357998690

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.2.0 MW 3
-------------------------------------------------

/////////////////////////////////////////////////////////////
//////////////// BUG|ERROR FIXES ////////////////
////////////////////////////////////////////////////////////

  • C.A.T had the wrong position above Hydrogel Purificator when constructing.

  • MMC didn't reset the START QUEUE MATERIALIZATION button when the list is empty.

  • C.A.T had a chance to not display the proper content value on load until the player uses it.

  • Bio-Recycler could work even if no hydrogel was detected.


////////////////////////////////////////////////////////////////////////////
//////// IMPROVEMENTS|CHANGES|ADDITIONS /////////
///////////////////////////////////////////////////////////////////////////

  • New Save System added.

  • Quick Save is now a separate save slot.

  • The player is now able to save to as many slots as he wishes.

  • Save slots will now contain "Last Seen Event" a screenshots representation of the last frame from the RTS or Player Camera while saving.

  • The player is now able to name the save slots.

  • Improved shadowing effects on some of the ancient structures.

  • Improved load time, by up to 40%.

  • Bot logs are now saveable.

  • Save system now properly saves the player state triggered by an outside source. (for example overburden from backpack content)

  • Priority Construction Mark in RTS is now saveable.

  • Pause Construction Mark in RTS is now saveable.

  • Solar Panels now save their rotation.

  • C.A.T location is now saveable.

  • RTS Log toggle is now saveable.

  • RTS Night View Enhancement toggle is now saveable.

  • RTS Grid Size is not saveable.

  • Building Construction Stage is now saveable.

  • Improved Building Dematerialization.

  • Smooth out C.A.T movement between constructions.

  • Auto-Hide Quickbar added to Options > Game & UI (by default set to ON).

  • Auto clean player state messages, with smooth fade out.

  • Move Battery ST-1 from Consumable to Components.

  • New option to Game & UI added. The player is now able to deactivate damage receive notification.

  • New option to Game & UI added. The player is now able to deactivate the damage dealt notification.

  • Adjusted Ambient Occlusion shader.

  • Improved Light reaction range, in Command Center, Storage T-1, and Hydrogel Purificator.

  • Visual improvement to Main Menu.

  • Visual improvement to save indicator animation and icon.

(Midway Branch) Penkura Patch 0.2.0 MW 2

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 2


Patch notes are a combination of patches MW 1.1, 1.2, 1.21, 1.3, and 1.4.

In the recent MW patches, we were working on a new MMC (Molecular Matter Converter) and its UI.
After extensive testing and comments from community members, we manage to drastically improve the visual aspect of MMC but also improve UI usability. UI although much better, is still something we wish to improve, but for the moment there are more important content patches that need to be addressed.



We added a new debuff to the game "overburden" and changed how the inventory system is calculating item weight.
Thanks to that player, and bots will be able to carry much more, at a price of speed and certain limitations the higher the overburden.

We also added an improved Ambient Occlusion system, from now on players won't be able to just toggle Ambient OFF/ON, but rather control its Intensity, Density, and Radius of effect. On the lowest setting of Ambient Occlusion, AO is turned OFF and a new simulated shadowing is activated, cheaper than AO but much weaker in its effect.

Before the release of 0.2.0 MW 3, we want to drastically improve our save system, current system although already very good, limits the minor details that can be saved in sub-sub systems. There are dozens of minor features of the game that we wish to implement, that at the moment, cannot be saved. Because of that, we want to implement three major changes to the save system.

- First, players will be able to save on more than one save slot, allowing each player to have dozens of saves of the same game at different times.
- Second, we want to save all minor effects and systems, allowing players to change doors settings, save bots brain functions (all its effects, range, settings, tasks, and so on). Which will allow the implementation of a bot programming system.
- Third, implement Steam Cloud Saving, which some players requested.

At the moment new save improvements are finished in 70%, we still need to have extensive testing to allow players to transfer their old save to the new system without any problems, and start to implement new gameplay features that were as of yet impossible to be saved.

A small tutorial on how to access the Midway branch is available in the link below.

Link ---> https://steamcommunity.com/sharedfiles/filedetails/?id=2357998690

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

LINK ----> https://discord.gg/2ukYHQm

In case of problems/bugs/glitches appearing in the Midway Branch version of Penkura, please contact us on Discord (Link above) or post in the "Midway Branch of Penkura" section of the Steam Forum.

LINK ----> https://steamcommunity.com/app/739720/discussions/4/

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.2.0 MW 2
-------------------------------------------------

/////////////////////////////////////////////////////////////
//////////////// BUG|ERROR FIXES ////////////////
////////////////////////////////////////////////////////////

  • MMC Inventory screen, didn't properly place icons when in "Inventory Grid Mode"

  • Buffs and Debuffs, appear on the character screen after opening and reopening the character screen (if it was open when the effect was triggered).

  • Epsilons Base doors buttons UI didn't properly refresh after unlocking the doors.

  • In Inventory Grid Mode, there was a chance that Item Name stayed on the screen after changing the UI screen.

  • 2d mouse indicator on CCC screen could get stuck when moved out of screen range.

  • Some buildings allowed players to access their storage before they were built.

  • Two Habitat buildings didn't place chairs in the correct position.

  • M.P.B hands were too far from the camera.

  • MPS was unable to scan through solid rock, such as ancient monoliths.

  • Fixed minor spelling error.


////////////////////////////////////////////////////////////////////////////
//////// IMPROVEMENTS|CHANGES|ADDITIONS /////////
///////////////////////////////////////////////////////////////////////////

  • Added new debuff, "Overburden".

  • MMC was recreated with the new model, sound effects, and animations.

  • Improved MMC user interface rendered on MMC Screen.
    - Energy and Hydrogel status is now displayed directly on the screen. (rather on hover only)
    - All warnings are now printed on screen rather than on alarm hover.
    - Object materialization bar will now display work completed as a percentage.
    - Increase the size of MMC storage to improve visibility.
    - Widen object information window.
    - Increase distance between windows to decrease clutter effect.
    - Stop button is removed.
    - Create All button renamed to Start Queue Materialization.
    - On activation "Start Queue Materialization" button, the button will change to "Stop Queue Materialization".

  • Bots and Main Player can now go over their maximum inventory capacity.

  • Buffs and Debuffs indicators on the list will now be presented with proper color, red for debuff, and green for the buff.

  • Buffs and Debuffs can now be clicked for more information.

  • Multi Purposes Scan, will now inform the player if the Bot is On/OFF.

  • Added check to Oxygen Stations, to make sure player is equipped with Bio-Ring for oxygen/hydrogel transfer.

  • Depending on the % of over the maximum player/bot inventory capacity. Text in the inventory will adjust its color.

  • Visual adjustments to CCC Bot Control UI.

  • Item time creation change on:
    - M.P.S from 190 seconds to 80.
    - IMP from 230 seconds to 100.
    - Pener-07 from 200 seconds to 140.
    - Molecular Reconstruction Tool from 300 seconds to 120.
    - Refined Polan Crystal from 90 seconds to 60.

  • Minor improvement to RTS UI.

  • Added sound effect of an item being moved when using MMB.

  • Improved fall animation, to eliminate wind-up sequence which may feel like an unnecessary delay.

  • Icon of the dragged item in the inventory will now display the amount of dragged item.

  • In RTS mode, camera movement speed (by both keyboard and mouse) is dependent on the distance of the camera from the ground. The closer it is, the slower the camera movement, and vice versa.

  • While holding Shift (when dragging or pressing the middle mouse button) an item (in the inventory and storage) will be split by half of its amount.

  • While holding Ctrl (when dragging or pressing the middle mouse button) a single unit of an item (in the inventory and storage) will be moved.

  • Updated Inventory legend with new instructions.

  • Improved C.A.T spinning animation, to not flicker after each construction stage.

  • Improved Main Menu UI to increase visibility.

  • Options settings now save and are set automatically.

  • Changing Screen 3d Resolution now happens instantly.

  • Improved sharpen post-processing shader.

  • Added random time setter to the main menu.

  • Minor optimization to some of the items.

  • CCC camera position when facing the screen was lowered to encompass the entire UI.

  • A new type of ambient occlusion was added. (rather than simple ON/OFF player will have a higher settings access)

  • All items that can be created via MMC, are now rendered with a materialization material system.