Future Perfect Update 16

Posted by Max at 25-03-2015

Future Perfect Update 16 is now live on Steam! As usual, we update the Steam “beta” branch daily with the latest, and then once a week we push that out to the main branch along with a post summarizing the most interesting bits.

Over the last couple weeks we’ve been focusing on the things we need to get done to bring Future Perfect to a wider audience. The main goal is to allow new players to jump in and start building and playing their creations within a few minutes. Here are some of the things we’ve been working on.

Package Reorganization

 

As we’ve been experimenting and building things in Future Perfect, we’ve been creating a library of different types of objects that can be reused in your own games.…

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Future Perfect Update 15

Posted by Max at 17-03-2015

The weekly update for Future Perfect is now live on Steam! Here are some of the changes in this update.

Improved Thumbnails

 

In the last update we added support the thumbnail images in the asset browser. This week we’ve improved them by adding images for collision, material, and particles assets. We also fixed a few issues with thumbnails; thumbnails will now always use high quality textures, emissive transparent parts are displayed properly, decals in blueprints will be rendered, and the skin selection is taken into account for models.

thumbnails

Player Movement

 

This update includes a few improvements related to player movement. First, we addressed some bugs in the Controller component that made it move erratically near small obstacles like rocks.…

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Future Perfect Update 14

Posted by Max at 10-03-2015

The weekly update for Future Perfect is now live on Steam! Here are some of the changes in this update.

Asset Thumbnails

 

This week we implemented a long planned feature: asset thumbnails. Now when you open the asset browser in the editor you’ll see preview icons:

Right now we only have thumbnails for models and blueprints (that use models), but we’ll be adding support for texture, material and collision assets as well.

This is part of our continuing effort to improve the usability of the editor interface.

Bow and Arrow

 

The bow and arrow is a new item in Future Perfect. It’s using programmer artwork, but the bow and arrow was a good chance to implement something a bit different than other hand-held objects we’ve implemented so far.…

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Future Perfect Update 13

Posted by Max at 03-03-2015

Weekly Update 13 is now live on Steam. Here’s a summary of the biggest changes.

Black Screen Fix

 

We received a number of reports from users that were experiencing an issue where the game would start up with a black screen. This was caused by the game not being able to load any of the files it needs to execute. The common elements between the reports was Windows 8 and having the game installed to a drive other than C: After a lot of back and forth, we tracked down the issue to Windows reporting the wrong case for the directory the game was installed to.

Based on the exact circumstances, it appears that this issue could have affected users with other versions of Windows or with the game installed on the C: drive, although we didn’t actually see any cases like that.…

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Future Perfect Update 10

Posted by Max at 09-02-2015

Future Perfect Update 10 is now live on Steam. New features, bug fixes and other improvements go out to Steam every day in the “beta” branch, and once a week we wrap this progress into a stable update in the “main” branch. Here’s what’s included.

Shadow Improvements

 

In the last update we made some improvements to the shadow filtering quality, but there were still some artifacts left. These artifacts are what is known as shadow “acne” because they show up as spots along the surface. The artwork in Future Perfect is very susceptible to these types of artifacts because of the “clean” art style we’ve chosen and the way that everything is built out of modular pieces. As a result, the techniques we used in Natural Selection 2 didn’t carry over very well.…

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Future Perfect Update 9

Posted by Max at 03-02-2015

Weekly Update 9 is now live on Steam. Here’s a summary of the biggest changes.

Player Movement

 

One long standing issue we tackled in this update is player movement bugs. In earlier versions, trying to walk over a pile of physics objects would cause the player to be shot directly upwards with a huge velocity.

While this was a pretty fun, it completely broke the game. The bug was caused by the “stair stepping” code that allows a character to step over small obstacles; that stepping motion would translate into a large vertical velocity causing the player to be propelled upwards.

We also fixed another bug that prevented characters from being knocked around by trigger forces until they are pressing movement keys or are in the air.…

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Future Perfect Update 8

Posted by Max at 27-01-2015

Weekly Update 8 is now live on Steam. Here’s a summary of the biggest changes.

If you’d like to see some more detail on all of the changes that went into this update, check out our Trello Board. The board show all of the tasks we have planned, we’re working on and have completed for the next update.

You can help support the project and get access to all this progress by purchasing Future Perfect Architect Edition from our website.

Automator Optimization

 

This week we finished a two-week-long task to optimize the execution of Automators. Automators are a special type of script component that runs inside the editor to help with tasks like placing modular pieces for procedural objects.…

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File Name Case Sensitivity

Posted by Max at 14-01-2015

One of the annoyances when writing software for multiple platforms is the differences in case sensitivity of the files systems. If you’re not familiar with the term “case sensitive” it simply means that the capitalization in the file name is important. On Windows the capitalization is not important, but Linux and Mac are both case sensitive.

When we ported Natural Selection 2 to Linux we ran into the case sensitivity issue. Knowing this would be an issue, we were reasonably careful during development to keep the case of file names consistent, but there were a few instances where assets used the wrong case to refer to another file. We decided the best option was to make our Linux version work the same as Windows since there were already a number of popular mods and we didn’t want to break them by enforcing case sensitivity on any platforms.…

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Future Perfect Update 6

Posted by Max at 13-01-2015

We’re back after our holiday break with a new Future Perfect update. We’ve switched to releasing updates to the main Steam build on Monday, but you can get daily updates by switching to the beta branch.

Heist Game

 

We’re continuing work on the Heist game mode that we started a few weeks ago during our game jam. The core of the game is about manipulating electronic systems, so we’ve been working on expanding the set of building blocks for making interesting levels.

Some of the new pieces are a “security cage” which can be used to prevent sockets from being hacked and a lock which requires a specific key to activate. We’ve also implemented a timer component which you can see here:

And there’s also a reclaimer that will destroy anything on top of it when it’s activated:

We’re putting all of these elements into a new level:

shot1

shot2

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Artwork

 

We’ve got some new artwork, including security cameras, monitors, tables, chairs and plants.…

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Future Perfect Update 3?

Posted by Max at 13-12-2014

This week we’ve been “eating our own dog food”; we’ve taken time away from adding new features and fixing bugs to make a game in Future Perfect. This is really helpful for figuring out the pain points are and charting our next steps. These game jams are also a great way to experiment with gameplay that we might include the final game modes.

Truth-be-told, we’ve still spent a good amount of time on features and bugs, but we’re not going to put out a new update this Friday. The daily build is still updating to the Steam “beta” branch, so you can still check that out if you’re itching to see what we’ve been up to (or take a look at Trello).…

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