Demo Update And More

[h1]General Update[/h1] It's been a few months since our last demo update mainly because we're now working towards the full game production. As we only work on this game in our spare time we're currently applying for funding via government grants as well as a private investment so we can move into a full-time production cycle. [h2]Testers Wanted![/h2] We'd really appreciate people helping us out by testing our new material and giving feedback on our Discord. If you're interested come join us on Discord and we can give you a Steam Key. [url=https://discord.gg/pap4Jjr] [img]{STEAM_CLAN_IMAGE}/40456481/e8555403e2246a2d611d4767798b4c1f34c11364.png[/img] [/url] [h1]Future Games[/h1] We've also been conceptualizing new game ideas, one of which Buy My Snake Oil, is already in the early development phase and is available to wishlist on Steam https://store.steampowered.com/app/2202980/Buy_My_Snake_Oil/ [h1]Out of Sight Demo Update[/h1] This update is probably a bit boring as we've really only been working on post-demo material and features. However, there have been some fixes that do apply to the demo version of the game e.g improvements to player selection and controller support. We're very much looking forward to next year and the future of Mainframe Games! Have a great Christmas and New Year and we'll see you in 2023! 💪 [h1]Full Change Log[/h1] [list] [*] [b]Fixed[/b] end of demo ending. Stops player from going to full game now. [*] [b]Added[/b] hacking/distraction trajectories turning green when locked onto target [*] [b]Added[/b] helper text to tell people to connect a controller if none connected at player select screen [*] [b]Fixed[/b] gamePad controlling both players in selection screen. [*] [b]Added[/b] analytics id to custom slack post [*] [b]Added[/b] FMOD builds to source control [*] [b]Added[/b] `roomEvent` for unity analytics [*] [b]Added[/b] Steam Signin. Probably wont use it. [*] Turned Unity Audio back on. Just using FMOD for music for now. [*] [b]Updated[/b] engine [*] [b]Updated[/b] Photoshop package [*] [b]Added[/b] FMOD components to start menu and cutscene [*] [b]Added[/b] FMOD studio session to source control [*] [b]Added[/b] FMOD Unity plugin [*] [b]Improved[/b] connector click behaviour in room graph scene [*] [b]Removed[/b] unused packages [*] [b]Updated[/b] build config [*] [b]Fixed[/b] radial menu issues in co-op [*] [b]Updated[/b] engine [*] [b]Added[/b] some wait time to Sparrows in room 15. Improved look angle when waiting. [*] Hooked up Door networks in room 16. [*] Hooked up airlocks to buttons. [*] [b]Updated[/b] jetbrains package [*] [b]Added[/b] colliders to GardenPots. Added lightswitch. Modified Feareds waypoints. [*] [b]Improved[/b] waypoints for Feared and Sparrow in room 16. [*] [b]Added[/b] TheFeared and Sparrow waypoints. [*] Further changes to room 16. [*] [b]Removed[/b] sparrow attacking player [*] [b]Removed[/b] itchio from build process [*] [b]Removed[/b] demo target from build process [*] [b]Added[/b] door to left side of escape pod room. [*] [b]Removed[/b] sparrow from room 14. Now just single sparrow. [*] [b]Added[/b] sparrow to room 15. Rearraged room slighly to have exit on left. [*] [b]Added[/b] patrol animation to sparrow behaviour [*] [b]Improved[/b] sparrow animation logic [*] [b]Fixed[/b] sparrow material [*] Worked on room 16 layout. [*] [b]Added[/b] Sparrow Patrol animation. [*] [b]Updated[/b] build script to latest unity version [*] [b]Added[/b] flashing lights to sparrow nest when alarm is activated [*] [b]Fixed[/b] radial menu going off screen [*] [b]Added[/b] UI cooldown to invisibility [*] [b]Improved[/b] logic for penalty while invisible [*] [b]Added[/b] gravity trap pickup to Room 14 [*] Extending on more complex behaviour of the sparrow enemy [*] [b]Added[/b] Sparrow Nest PSB. Added to Sandbox. [*] [b]Fixed[/b] sparrow not picking up distraction device [*] [b]Fixed[/b] sparrow not getting trapped in gravity trap [*] [b]Added[/b] sparrow to new room [*] [b]Added[/b] timer UI to gravity trap [*] [b]Added[/b] scene conntectors to more rooms [*] Forgot to save scene commit [*] [b]Added[/b] airlock release behaviour [*] [b]Added[/b] alirlock audio [*] [b]Added[/b] airlock particle effects [*] [b]Fixed[/b] player respawn if caught in airlock [*] [b]Added[/b] airlock sucking things out into space behaviour [*] [b]Added[/b] AirLock behaviour [*] [b]Added[/b] first pass on new Sparrow enemy behaviour [*] [b]Fixed[/b] issues connecting via steam remote play [*] [b]Added[/b] 'gameName' to build script [*] [b]Updated[/b] project settings [*] [b]Fixed[/b] argument out of range exception in player select screen [*] [b]Changed[/b] invite modal to use SteamRemotePlay specific one [*] [b]Removed[/b] Steamworks.Facepunch [*] [b]Added[/b] Steamworks.Net [*] [b]Fixed[/b] wrapper compile errors [*] [b]Fixed[/b] camera hacking exploit when moving away as hacking [*] [b]Added[/b] disabling mouse cursor when both players using gamepads [*] Moved cut scene file into scenes root folder [*] [b]Added[/b] cut scenes to scene graphs [*] Spaced out skip prompt buttons for cutscene. [*] Increased font size on cutscene dialogue. Made square behind dialogue more opaque to help readability. [*] All cutscenes fixed. Turned off compression for all cutscenes. [*] [b]Fixed[/b] cutscene 4. [*] Update to cutscene 2. [*] [b]Fixed[/b] Cutscene 3. [*] [b]Fixed[/b] Cutscene 2 and reimported cutscene PSBs. [*] [b]Updated[/b] project and packages to latest [*] [b]Updated[/b] build scripts [*] [b]Fixed[/b] remaining things to hook up scenes to new scene graph system [*] [b]Improved[/b] position of new room graph node [*] [b]Added[/b] scene spawn index to save data [*] [b]Changed[/b] room graph node settings to show on double click [*] Cleaned up all the scene connectors in the scenes [*] [b]Added[/b] bounds offset for incoming spawn position away from scene trigger [*] Further work on Room 16. [*] Further changes to syncing scene changes [*] Starting piecing the room graph data into the scene play time logic [*] Cleaned up room screenshots for room map graph [*] Got basics down of room mapping scene graph. [*] [b]Added[/b] airlock release PSB and worked on room 16 level design. [*] [b]Added[/b] clamping room connectors to screenshot rect [*] [b]Added[/b] SetDirty and SetClean for save dirtying [*] Started redesign of airlock room. [*] [b]Removed[/b] capturing exceptions. Gets annoying from Editor [*] [b]Added[/b] pot plants to project. Add WallPotPlant to Airlock scene. [*] Tidied up some odd tiles across two rooms. [/list]