Progress Update; Future of VCD & UE4/5

Viscera Cleanup Detail

In Viscera Cleanup Detail, you step into the boots of a space-station janitor tasked with cleaning up after various horrific sci-fi horror events. Instead of machineguns and plasma-rifles, your tools are a mop and bucket. That hero left a mess, and it's up to you to deal with the aftermath.

A fine day to you all, noble janitors! Although we've been quiet(a shocker, I know ːsteammockingː), we've also been very busy! While we were certainly hampered in our work for months on end due to endless rolling blackouts in the country as well as failing backup solutions, we've been getting closer and closer to an end goal. So despite it all, we have made some progress! Our other secret project is continuing to see revisions and refinements, and is going well, our estimates for when it'll be ready for a public audience have unfortunately all proven to be quite optimistic given the circumstances. At this point it'll be done when it's done. ːvcdmutantː As for VCD on Unreal Engine 4; the work is ongoing, and since the last update, a number of things have changed. We've added: [list][*]Third person spare weapon props (the tools on your back and belt). All of which is also much more modable than previously. [*]Screens and Punchout Machines(still need to do the UI for them) [*]Added Blood Masks to tools [*]Tons of small little improvements throughout the growing code-base. [*]Sand Traps (colloquially known as "Saarlac Pits") [*]Shovels [*]Sand in Bins & Buckets [*]Sand Mechanics in general [*]Greater modibility in all features [*]Much more besides. [/list] [img]{STEAM_CLAN_IMAGE}/5859810/46d02b48c0fd8a5aeddd907101b8d75c22892312.png[/img] We've also been evaluating the port a lot(which is part of its original purpose), and have been testing out some large changes. I can't get into it now until we have something more solid we're confident with, but suffice to say we're doing some experimentation and dabbling in lots of new things along-side getting the entire base foundation of VCD working on UE 4/5. It's fair to say this has taken a good chunk of the time lately! [h1]Goals Moving Forward[/h1] To clear up some confusion people have had with regards to what form the port will take and how it will affect the existing VCD, here is our goal and current thinking: [list] [*]Existing VCD as it stands will be [b]Unaffected[/b] and will remain on Steam [i]as is[/i]. [*]The UE4/5 version will [i]also[/i] be on Steam, and won't be subject to any exclusivity arrangements. [*]It will be built on Unreal Engine 4, and later(during development and long before release) moved over to Unreal Engine 5. That may actually happen quite soon depending on what we need from the engine. [*]Its code-base is being remade, and some content will be upgraded as a result of the new engine's requirements. [*]It has some new features and improvements, so it's somewhere between a port and a remake at this point. [*]The possibility of pivoting it to a full-blown sequel is not off the table, and to that end we've been doing [i]a lot[/i] of experimenting, and have no shortage of ideas. [*]It will not be free, as it represents a massive investment. If it ends up being just a port or remake, we'll do all we can to ensure existing owners of VCD get a reduced price, and possibly also some perks.[/list] We're being very conservative with the project at this point because it's still uncertain, a massive investment(in terms of time and money), and we're spread very thin on man hours. All that being said, there is much in the melting pot and we are plotting and planning how best to serve you all up something that's not only worth all our effort, but also your time and interest. No sense re-hashing things exactly as they were. If we're going to make VCD again, we're going to make it better! That has always been the aim. But whether or not we'd be able to do it well has remained the biggest question to answer. To that I can only say; it looks promising, but we're still climbing the mountain. So exciting times are ahead! For now, stay tuned as we start to bring all the pieces together on both our projects, and with any luck we'll have something more concrete to show. I hope you are all keeping well. Aerospace Sanitation appreciates your compulsory attendance and commitment to all company meetings. Remember, "There's no 'I' in teamwork!" [b][i]Side Note: We're looking into rolling out some more plushes for anyone who's interested. If you'd like to vote on what should be made next, head on over to [url=https://steamcommunity.com/app/246900/discussions/0/3812906855247153496/]this thread[/url] and pop a few words in to let us know! Bob is the current front-runner. That handsome devil![/i][/b]