Modbox Update 10 – NPC System, Avatars, Modern Weapons, Zombies and chatbots

Update video:
https://www.youtube.com/watch?v=v9ul4rpYFmA&feature=youtu.be

Zombie Saloon: (A COD Zombies inspired zombie wave game)
http://steamcommunity.com/sharedfiles/filedetails/?id=857728985

Modern Weapons Firing Range: (test all of the new modern weapons)
http://steamcommunity.com/sharedfiles/filedetails/?id=857794291

Compound: (Deathmatch map using Modern Weapons pack)
http://steamcommunity.com/sharedfiles/filedetails/?id=868185806

ChatBot Test: Talk to creepy NPC chatbots in VR
http://steamcommunity.com/sharedfiles/filedetails/?id=868195010

Major Additions:
– NPC System: You can add the ‘blank NPC’ entity, then customize it’s AI and model. Or just use a already setup one like the Zombies. We will be expanding this system with more AI options later on.
– Avatar System: The previous robot avatars are now used for edit mode and when in the lobby. In play mode you now have a human avatar – using the same player models used by the NPC system.
– Edit mode Physics: Objects now have their physics turned on in edit mode (most objects, not primitives). This allows easier placement, and replaces the surface snap (which never worked really well).
– ‘Modern Weapons’ mod with 25 realistically modeled weapons – all with reloading with their own clips entities.
– New edit ‘Help Menu’ – You can not watch our Youtube tutorials while playing! Just uses a ingame browser + Youtube, so you can skip to any part. We will be updating the tutorials for our next release.

Other changes:
– Fixed online issue with Holsters – where some players wouldn’t have their Holsters get setup. Also fixed World Holsters
– Moved a number of entities from the ‘basics’ mod to core, so they are always available (all joints, and some control entities)
– ‘Locomotion Blocker’ entity to block where player can teleport/move to
– Networked voice audio now 50% positional (I wanted some positional audio but also wanted to always be able to hear people in game. I might make this changeable later)
– Grip locomotion now the default in edit mode (since it’s all we use normally)

Thanks!
– Lee

Modbox Update 7 – Wild West mod, Locomotion Options, Gamemodes

Steam Announcement: http://steamcommunity.com/games/414120/announcements/detail/261602939048691336

It has been a while since our last update – We have decided to switch to a biweekly update schedule (with hopefully a dev log with each update) so updates will be smaller and more frequent. We will also be releasing the Modbox demo early next week. Demo will have all creations/mods and online play, but just let players edit or make their own creations

New Featured Creations:
http://steamcommunity.com/sharedfiles/filedetails/?id=810661900
http://steamcommunity.com/sharedfiles/filedetails/?id=805541737
http://steamcommunity.com/sharedfiles/filedetails/?id=805538707
http://steamcommunity.com/sharedfiles/filedetails/?id=805535941

Largest additions:
– Wild West Mod
– Destructible Objects Mod
– Playmode Locomotion Options – Directional and Touchpad added. What locomotion the creation uses will be displayed on load creation screen.
– New Entity Category: Gamemodes. Adds a ‘Team Controller’ so creations can be team based gamemodes. Add different kinds of scoreboards that are shown on death and game over (and with the ‘scoreboard’ menu option). Scoreboards right now are Steam Leaderboards, Deathmatch, Team Deathmatch, and Custom Team scoreboard (can wire scores into it).
– When server changes creation that a player doesn’t have, it no longer disconnects that player. Player stays on the server and a screen pops up to download the creation.
– Added Avatar Torso options
– New floating HUD with health bar
– ‘Respawn’ modifier to respawn entities
– Mesh Editing: Can now select faces, and use the Gizmo option for easier placement

New Dungeon Entities:
– Pressure Plate, Spinning Blade, Spike Plate
– Two bows

Other Changes:
– Actions can now set text variables on entities
– Scaling the edit mode labels with the player
– Added ‘time string’ to timer output, to output the time display. Added no millseconds option
– Slingshot now starts in off-hand (similar to longbow)
– Replaced ‘restart’ function entity with ‘game over’
– Can now set a doors ‘locked’ bool through wiring
– New sounds: sci fi door open/close, grenades
– Fixed bug with teleport ray colliding with collision entity
– A ‘Play Online’ option when opening creations

There is a lot of content we’ve been working on that we’ve held back for this update – so we still have a lot of new stuff to release in the next few weeks

As for long term plans – multiplayer building and getting the ModboxSDK out is now the focus

thanks!
– Lee

Cryptark Update 5

We decided to get another update out with a large amount of balancing changes and new weapons. After this our focus will be on the ‘end game’ finale mission before release!

Updated Ship Types:
We updated all ship types, combining some and adding some new ones:
– Cloaker: Always Jammer, ranged enemies
– Duplex: Two cores. Balanced enemies
– Factory: Multiple factories that build up enemies over time. Balanced enemies and hazards.
– Dreadnought: Low number of powerful/shielded enemies
– Miner: Hazard focused
– Nuke: Nuke tank and self destruct system focused. Kaboom
– ScienceVessel: Lots of tech. Defensive focused enemies
– Scrapyard: Melee focused enemies and lots of destructible debris
– Sentry: Turret focus
– Swarm (colony ship): large number of light/weak enemies
– Warship: balanced ship with a bit of everything

New Weapons/Items:
– Barricade shield: Fire in a direction to stop projectiles/enemies from coming
– Taser: Melee weapon to stun enemies
– Prism Laser: Shotgun rail cannon type blast
– Slug shotgun: fires slug that bursts into shrapnel
– Zap shotgun: fires sticky electric balls that do damage over time
– Repulsor Shield: Shield that can push projectiles away at a large distance
– Hostage Shield: grab enemies and use them as a shield. Slows player on use.
– Subminution Rocket: Remote rocket that bursts into a swarm of seeking cluster munitions

Enemy/System changes:
– Repair system now repairs last destroyed system – so it’s possible to stay ahead of the repair process
– Took out self repair functionality from repair system – was too hard to take out in combination with the attacking bees
– Goal time now slightly less
– Alarm/sentry/core now dont attack cloaked player. Mines also dont go after cloaked player
– Friendly turret item now has laser weapon to make it more powerful than drone item (but less mobile)
– Juggernaut increased density to stop gunfire from pushing it into walls
– Picket shielded added rapidfire blaster weapon
– Viper lowered attack range and lowered movement speed
– Lowered Ironclad health, and lowered amount of time shield is up
– Decreased MrFixIt heal speed, and now no longer letting multiple heal the same enemy/system
– Increased Sentry system laser damage
– Faster advanced factory spawning, from 100 to 60
– EMP stun now works on shield systems, stops their rotation
– Tattletale enemy now faces player rather than trying to run away
– Now displays ‘max drones’ in sidebar, to show the total possible drones that can be created on the ship
– Slimer enemy can now take slime damage

Weapon/Item Changes:
– Large balancing pass to ammo counts / prices
– Drunk rockets: proper explosion and projectile sizes. increased initial projectile speed (now more accurate. you can spit them into a room before they boost)
– Increased Rail Cannon charge speed
– Alarm lure: added 3 uses to alarm lure
– Nuke charge: added 3 uses to nuke charges
– Speed loader: increased rate of fire from 10% to 20%
– Speed booster: increased speed from +40% to +80%, and increased recharge time to 60 seconds

Character Changes:
– Now shows starting health in character select screen for rogue mode
– Enforcer: Starts with 12 health – max 15. Now has a single large health pack. Starts with shotgun zapper.
– Jennet: Starts with 11 health – max 13. Starts with two remote nukes
– Salamander: Starts with 9 health – max 10. Now has mine rack instead of slime mortar.
– Intruder: Starts with 6 health – max 6. Now has Guantlet melee weapon
– Wevil: Starts with 6 health – max 6. Replaced melee spike with taser

Graphics:
– Lighting pass on all levels, giving more contrast / individual lights on enemies and game objects
– Better background starfield maps
– Enemy ship images in the ship selection campaign screen now better sized
– Added star map to background of enemy ship selection screen
– Fully lip sync for all new dialog / artifacts
– New frag and small rocket particles
– Fixed problem where minimap wasn’t accurate with a lot of crushers/wall saws in the level

Fixes:
– Fixed Weevil character going into space mode when inside enemy ship after teleporting
– Now stops enemies from exiting ship doors (except for advanced factory enemies, who will chase player into space)
– Fixed issues with systems being spawned in bad wall positions in early levels
– Physics optimizations
– Fixed some sounds playing over each other – or left on when outside ship

Let us know if you have any issues on our forums! Or any feedback at all,
thanks,
– Lee & Jesse

Cryptark Update 4

Check out the update video:

We probably should have had at least one update between this and the last one. After this we just have 1 major update to make before release.

Changes:
– Massive optimizations to drawing, and level loading. Should also fix a lot of out of memory errors players were having
– Massive changes to level setups / generation
– Rogue mode dialog – a starting tutorial with the captain, then a lot of new voice acting for each character for rogue mode
– 11 new artifacts to find, all in Rogue mode
– New Character: PDX-40 – Can slow down time for better fighting precision
– New Character: Weevil – Phase Tunneler ability, can teleport a short distance (even through walls)

New Enemies:
– Bee Hive
– Viper – From Advanced Factory. Nimble hunter-killer drones that seek out intruders in deadly packs.
– Leviathan – From Advanced Factory. Mobile factory drone that carries packs of smaller attackers.
– Tank – Heavily shielded drone that requires high-damage weapons to destroy
– Picket Medium – Medium sized turret

– New background star system graphics
– New System: Hazard System

New graphics / new functionality for:
– Shuffle System
– Jammer System
– Failsafe System
– Nuke Destruct System
– Armour System
– Advanced Factory System
– Repair Bee

– New ‘Science Vessel’ ship class: No reward, no bonuses, and a lot of tech advances
– Changed Flak turret seeking projectiles
– New Juggernaut weapons
– Player leaving ship animation after death
– New Weapon: Gas Chamber
– New Weapon: Galvanic Fission Bombard 9000… aka BFG
– New full shield enemy graphics

Known Issues:
– New artifacts do not have lip sync for the dialog yet

thanks!
– Lee & Jesse