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View Full Version : Stranded Deep - survival, open world, procedurale


Axios2006
09-01-2015, 20:31
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/313120/8df3aea9fd942cf9bd0a7a32c23936a2e91229c4.jpg

http://i.imgur.com/XUQPr10l.jpg (http://i.imgur.com/XUQPr10.jpg)


https://www.youtube.com/watch?v=qawXmda9ebY

Roadmap ufficiale: https://trello.com/beamteam

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/313120/1d2f450f4cf55ecf0275f49f68a3440eef93ad27.jpg Take the role of a plane crash survivor stranded somewhere in the Pacific Ocean!

Experience terrifying encounters both above and below a beautiful endless environment. Come face to face with some of the most life threatening scenarios that will result in a different experience each time you play!

Scavenge. Discover. Survive.

Prendete The Forest, togliete i cannibali, aggiungete mappe procedurali e maggiori meccaniche di sopravvivenza ed ecco a voi Stranded Deep: due sviluppatori, 2 anni di lavoro, l'Unity Engine. Pare più simile a The Long Dark che a The Forest.


https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/313120/1d2f450f4cf55ecf0275f49f68a3440eef93ad27.jpg Gameplay

Engross yourself in an infinite procedurally generated world above and below that is never the same twice. Discoverer unique biomes ranging from lush colorful reefs to deep and dark trenches filled with hundreds of fully interactive marine wildlife. Take on swirling stormy waves or kick back and enjoy a calm sunset, all from a fully dynamic day/night weather system. Do you have the guts to take on Mother Nature and put your survival instincts to the test?

Stranded Deep hopes to create a whole new simulation genre by taking you on an adventure that will keep you wanting more. Supernatural horrors are a thing of the past, experience what a true horror is like.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/313120/1d2f450f4cf55ecf0275f49f68a3440eef93ad27.jpg Features


Infinite procedurally generated terrain and biomes – no two games are the same!
Custom built water with realtime buoyancy, subsurface scattering, volumetric fog, god rays, caustics ..and foam!
Dynamic day and night system affecting the environment around you,
Detailed survival aspects and interaction,
Unique item crafting and building,
Endless underwater environments and deep sea exploration,
In game achievements, unlockables, statistics and rewards,
Multi-platform support (Mac, Linux, Windows)
Controller support,
More to come!


https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/313120/1d2f450f4cf55ecf0275f49f68a3440eef93ad27.jpg Crafting and Building

Stranded Deep will feature a unique physically-based crafting and building system. Great care has been taken to minimize, even eliminate, most of the in-game UI. You will be able to craft a variety of crude weapons and tools such as spears, axes, knives, bows and even crossbows. And then there’s an assortment of everyday items to figure out how to craft. You will also be able to build a diverse range of unique shelters and rafts.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/313120/1d2f450f4cf55ecf0275f49f68a3440eef93ad27.jpg Resource Management

Stranded Deep is based on an ocean environment with a multitude of small islands and atolls. There’s nothing stopping you from setting up shop on an island, but keep in mind that there’s limited resources for every island and it will be quite possible to expend them all if you’re not careful. That said, some plants will grow back if you allow them.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/313120/1d2f450f4cf55ecf0275f49f68a3440eef93ad27.jpg Priorities

In Stranded Deep, you will only be able to carry limited supplies. This will mean you have to prioritise the items you’re carrying for the task at hand. If you’re going fishing for example, you’ll only want to take your spear so you’ve got lots of room in your backpack for your big haul. There will definitely be items you do not want to lose ;)

Health System

Stranded Deep features a realistic calorie-based nutrition and stamina system. You need to be careful though, because all consumable food in the game will spoil over time, including any fruit you cut down, fish you catch or animals you kill. Salt water is also pretty bad for you, so you’ll need to distill it. If you eat food that has spoiled or drink water that is not prepared correctly, there’s a high chance you’ll experience some nasty side effects!
You are also affected by the weather around you. The sun beats down on you during the day and you’ll want to keep by a fire at night.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/313120/1d2f450f4cf55ecf0275f49f68a3440eef93ad27.jpg Advanced Animal AI

Stranded Deep features a variety of land and sea animals. From crabs and lizards to schools of fish and sharks. Their behaviors are all modeled off their real-life counterparts and will react to your presence based on their personality.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/313120/1d2f450f4cf55ecf0275f49f68a3440eef93ad27.jpg Fishing

You will be able to fish for animals with items you create; in fact it will be essential for your survival.

Exploration

Stranded Deep is heavily focused on exploration and survival, rather than the current trend of defending yourself from zombies, mutants or raiders. There’s an infinite world of different environments and structures such as shipwrecks to explore.

Graphic Content

Stranded Deep aims to be as realistic as practically possible for a video game (within reason – it’s a game, not a simulator!). With that in mind, the graphic content featured focuses mainly on survival scenarios. Some of those scenarios include killing and skinning animals and being attacked by said animals. There will however, be no unnecessary non-survival violence.

Brutal reality

If you don’t eat, you will die. If you stay in the sun and get dehydrated, you will die. If you hurt yourself and don’t treat it, you will die. If you’re silly enough to get in the way of a shark, chances are you will die. You get the picture.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/313120/1d2f450f4cf55ecf0275f49f68a3440eef93ad27.jpg Open World

The world of Stranded Deep is infinite and completely procedural from the islands to the trees themselves! Every new game will be a new experience with new places to explore, easter eggs to find and achievements to accomplish.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/313120/1d2f450f4cf55ecf0275f49f68a3440eef93ad27.jpg Co-operative Gameplay

Co-op is something that we have liked the sound of for a while and is definitely something we’re interested in. However, this will definitely be a post-beta feature if it is incorporated.

Technology

Stranded Deep features a HDR linear physically-based lighting system, enabling high-quality realistic lighting. A physically accurate atmospheric scattering model has been incorporated for the sky and atmospheric fog, along with a large range of effects including skylight global illumination, bloom, light streaks, ambient occlusion, depth of field ..and many more!
The ocean in Stranded Deep also incorporates a lot of advanced rendering techniques, currently including wave animations based off real-life wave models, volumetric fog illuminated by the sun and moon, water extinction with realistic transitions from island to deep ocean environments, dynamic caustics, sub-surface scattering through the waves and realistic blending with the shore.

A lot of time and effort has been put into the visual aspects of Stranded Deep. We want to create a beautiful game with great gameplay, one that will immerse you in the environment so you can feel the sand in your toes, the water lapping at your ankles and the hot sun burning down on you.


https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/313120/1d2f450f4cf55ecf0275f49f68a3440eef93ad27.jpg Links

- Steam: http://store.steampowered.com/app/313120/ €14.99

- Sito ufficiale: http://beamteamgames.com/stranded-deep/

http://i.imgur.com/gIaZBENs.jpg (http://i.imgur.com/gIaZBEN.jpg)http://i.imgur.com/TrNFwics.jpg (http://i.imgur.com/TrNFwic.jpg)http://i.imgur.com/Wmaq7Ccs.jpg (http://i.imgur.com/Wmaq7Cc.jpg)

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Il contenuto di questo post è rilasciato con licenza Creative Commons Attribution-Noncommercial-Share Alike 2.5 (http://creativecommons.org/licenses/by-nc-sa/2.5/it/)

ulukaii
10-01-2015, 06:46
Iscritto, ovviamente :cool:

Ale55andr0
10-01-2015, 11:20
non avessi letto le premesse avrei creduto si trattasse di una mod di crysis o far cry 3 :D

interessante, non c'è che dire :)

egounix
10-01-2015, 11:34
Ci sono

djmatrix619
12-01-2015, 11:16
Ovvio che ci sono anche io! Seguo! :)
Fa che il gameplay sia al TOP come la qualità grafica.. :ave:

Titanox2
12-01-2015, 11:30
solito early access che non verrà mai finito, passo anche stavolta.

ulukaii
12-01-2015, 11:52
solito early access che non verrà mai finito, passo anche stavolta.
Ma chi l'ha detto :confused: Neanche è stato pubblicato e già lo si etichetta come un titolo che non verrà mai finito? Senza neanche vedere lo stato dei lavori attuali?

Poi i triple A venduti e pubblicati negli ultimi anni a prezzo pieno sono titoli finiti :read: Sorvolando sul discorso dei pezzi tagliati per rivenderli come DLC nei season-pass vari, soffermiamoci di più sul fatto che sono poco più che delle close-beta nei quali l'utente fa da tester a pagamento!
Nell'utlimo anno ho giocato a titoli pubblicati in Early Access che all'uscita erano molto più rifiniti e stabili di titoli venduti come "finiti" e pergiunta sviluppati da team formati da eserciti di persone.

A fronte di 3-4 sviluppatori carogna che pubblicano early access per poi sparire che senso fare di tutta l'erba un fascio?

egounix
12-01-2015, 12:08
Ma chi l'ha detto :confused: Neanche è stato pubblicato e già lo si etichetta come un titolo che non verrà mai finito? Senza neanche vedere lo stato dei lavori attuali?

Poi i triple A venduti e pubblicati negli ultimi anni a prezzo pieno sono titoli finiti :read: Sorvolando sul discorso dei pezzi tagliati per rivenderli come DLC nei season-pass vari, soffermiamoci di più sul fatto che sono poco più che delle close-beta nei quali l'utente fa da tester a pagamento!
Nell'utlimo anno ho giocato a titoli pubblicati in Early Access che all'uscita erano molto più rifiniti e stabili di titoli venduti come "finiti" e pergiunta sviluppati da team formati da eserciti di persone.

A fronte di 3-4 sviluppatori carogna che pubblicano early access per poi sparire che senso fare di tutta l'erba un fascio?

Davvero, negli ultimi 2 anni son più gli ea finiti e "rifiniti" rispetto ai tripla AA, sorvolando poi sul supporto che sui primi è sempre in sviluppo e nei secondi se c'è bene, ma spesso bucano di più che rattoppare, se non c'è t'attacch, ma appunto a volte meglio la seconda opzione dato che la prima ti fa sempre incavolare di più.

ulukaii
12-01-2015, 12:24
Ormai i AAA sono da prendere in considerazione solo quando escono in GOTY, almeno funzionano e non devi tirar giù anche i santi per cercare di farli anche solo partire.
A conti fatti prenderli alla release equivale a comprare una beta non finita che non ti da nemmeno accesso al titolo completo (in quanto mancano i contenuti del season pass, a meno di pagare anche quello nel prezzo maggiorato del titolo all'uscita).

djmatrix619
21-01-2015, 12:02
L'avevate visto questo video? [link (https://www.youtube.com/watch?v=F6AaChhWWCc)]

Chi riconosce quel coso che galleggia?? (non barate vedendo i commenti :O)
SO EPIC, by the way!! :D
Mi hanno conquistato solo con questo piccolo gesto! :')

maxsy
21-01-2015, 12:21
L'avevate visto questo video? [link (https://www.youtube.com/watch?v=F6AaChhWWCc)]

Chi riconosce quel coso che galleggia?? (non barate vedendo i commenti :O)
SO EPIC, by the way!! :D
Mi hanno conquistato solo con questo piccolo gesto! :')

dai, come si fa a non riconoscere Wilson

cmq, sono interessato anch'io a sto gioco, vediamo come procedono

Ashgan83
21-01-2015, 12:34
Io ho scoperto che survival fini a se stessi, senza un obiettivo che sia anche vago, non mi stimolano. Per non parlare poi del "generato proceduralmente" che ormai è diventato sinonimo di "guardate come programmo bene, ma di giochi non capisco un cazzo". Il procedurale va affiancato alla normale composizione manuale, non deve sostituirla del tutto.

Axios2006
21-01-2015, 14:18
Io ho scoperto che survival fini a se stessi, senza un obiettivo che sia anche vago, non mi stimolano. Per non parlare poi del "generato proceduralmente" che ormai è diventato sinonimo di "guardate come programmo bene, ma di giochi non capisco un cazzo". Il procedurale va affiancato alla normale composizione manuale, non deve sostituirla del tutto.

Non vedo il nesso tra mappa procedurale e presunta incapacità del programmatore..... :confused:

Anzi se il programmatore riesce a creare un algoritmo per mappe casuali ben confezionate è un'ottima cosa, a mio avviso.

djmatrix619
21-01-2015, 14:58
dai, come si fa a non riconoscere Wilson

cmq, sono interessato anch'io a sto gioco, vediamo come procedono

Non vedo l'ora di un nuovo video gameplay!! Scarseggiano di brutto nonostante la data d'uscita sia parecchio vicina oramai... sto cominciando a chiedermi il perché .. :stordita:

Axios2006
21-01-2015, 15:14
Non vedo l'ora di un nuovo video gameplay!! Scarseggiano di brutto nonostante la data d'uscita sia parecchio vicina oramai... sto cominciando a chiedermi il perché .. :stordita:

Questa mancanza di video mi impensierisce....

Possibile che non abbiano trovato un solo youtuber interessato?

ulukaii
21-01-2015, 17:14
Non verrà rilasciato prima del 23, motivo per cui non ci sono ancora youtuber a postare video.

Axios2006
21-01-2015, 17:17
Non verrà rilasciato prima del 23, motivo per cui non ci sono ancora youtuber a postare video.

Ok, ma solitamente, rilasciano key per stampa / youtuber 15 gg prima....

ulukaii
21-01-2015, 17:24
Anche per The Forest non sono state rilasciate key anticipate per nessuno, così come successo anche per altri E.A.

Dal 23 appariranno video a carrettate ;)

Ashgan83
21-01-2015, 18:12
Non vedo il nesso tra mappa procedurale e presunta incapacità del programmatore..... :confused:

Anzi se il programmatore riesce a creare un algoritmo per mappe casuali ben confezionate è un'ottima cosa, a mio avviso.

Infatti non è quello che ho scritto io.:stordita: Spesso il programmare mappe totalmente casuali è un ottimo esercizio di stile che raramente porta benefici al game design del gioco. Anzi togli raramente, forse unicamente nei roguelike.

maxsy
22-01-2015, 13:34
Io ho scoperto che survival fini a se stessi, senza un obiettivo che sia anche vago, non mi stimolano. Per non parlare poi del "generato proceduralmente" che ormai è diventato sinonimo di "guardate come programmo bene, ma di giochi non capisco un cazzo". Il procedurale va affiancato alla normale composizione manuale, non deve sostituirla del tutto.

gli obiettivi in questi tipi di giochi te li devi creare tu.(oltre a sopravvivere) e' un po come una scatola piena di lego: nessuno ti dira mai cosa puoi farci.
se il gioco e' fatto bene, gli obiettivi ci sono eccome.

prova a fare un ragionamento inverso: prendilo come un simulatore di naufrago. tu, cosa faresti, se ti ritroveresti naufrago in un isola? ecco, prova a farlo nel gioco.

ulukaii
22-01-2015, 17:05
In base ad un annuncio apparso su facebook, l'ora della release è fissata per domani (23 gennaio) allo ore 6:00AM PST (le nostre 15:00):
‎StrandedDeep‬ releases on the 23rd January at midnight AEST and 6:00AM PST!
Anche Steam ha aggiornato lo shop, mostrando 21 ore al rilascio.

maxsy
22-01-2015, 17:12
ma rilascio dell'early access o ufficiale?

djmatrix619
22-01-2015, 17:23
Mi raccomando, per quanto possa entusiasmare il titolo (io per primo lo sono), ancora una volta consiglio di evitare l'acquisto frettoloso d'impulso.

Vediamo prima un po' di gameplay, giudizi vari, e se effettivamente ci sono persone serie dietro lo sviluppo di questo gioco! ;)

ulukaii
22-01-2015, 17:30
Esatto ;)

Ricordo che si tratta di una release in Early Access, il progetto è in sviluppo da circa 2 anni (senza raccolta fondi o campagne d'appoggio) ed è portato avanti da 2 soli sviluppatori.

La release finale, al momento, è prevista per la fine del 2015.

Quindi, non acquistate d'impulso, segue un piccolo elenco di ciò che sarà già presente:
- Infinite Procedurally-generated World - Explore Pacific islands, reefs, and bottomless ocean trenches filled with detailed biomes. No two worlds are the same, even share your world seed!
- Dynamic Weather and Day-Night Cycle - Struggle to navigate stormy seas or enjoy basking with a coconut on a sunny afternoon.
- Unique Physically-based Crafting System - Harvest resources to create equipment by combining them together in the physical world - no crafting slots!
- Unique Physically-based Building System - Settle on an island and construct a shelter or venture the seas with your own built raft.
- Detailed Survival Aspects and Interaction - Manage your vitals of hunger, thirst, blood, and health against the harshness of mother nature.
- Random Loot and Collectables - Search sunken shipwrecks and islands for interesting and rare equipment.
- Hunting and fishing - Spear small animals in the shallows or risk the depths with a spear gun in search of larger meals. Starve an island of resources or maintain and manage its growth.
...e di ciò che verrà aggiunto man mano con lo sviluppo:
- Dealing with bugs -A lot of effort has been put into making sure your Stranded Deep experience is as bug free as possible, however the game is in an Early Access stage of development, so there will be bugs. We will be doing our best to squish them.
- Performance - Optimizing performance is an important ongoing process that will continue through the Early Access period.
- Island and Terrain Variety - Creating more unique biomes and biome parameters for different procedural generations.
- More Wildlife - Incorporating more fish and shark species and more interesting island wildlife like birds, snakes and lizards.
- An End-game Scenario - Making it possible to complete a series of optional tasks and progress through the world in an attempt to be rescued.
- Co-operative Gameplay - Where you can band together as a team of misfits and ration your supplies or eliminate each other one by one.
- Multiplayer - Fun multiplayer game modes like raft wars, fishing challenges, rescue objectives, island vs island, etc.
- Improved User Interface - All of the in-game UI is temporary and will be replaced with a more fitting theme.
- Occulus Rift Support
- Controller Support

Ashgan83
23-01-2015, 05:31
gli obiettivi in questi tipi di giochi te li devi creare tu.(oltre a sopravvivere) e' un po come una scatola piena di lego: nessuno ti dira mai cosa puoi farci.
se il gioco e' fatto bene, gli obiettivi ci sono eccome.

prova a fare un ragionamento inverso: prendilo come un simulatore di naufrago. tu, cosa faresti, se ti ritroveresti naufrago in un isola? ecco, prova a farlo nel gioco.


Il metagame non fa per me. Per immergermi in un mondo di gioco mi serve atmosfera a pacchi, un accenno di trama e un buon gameplay (quest'ultimo requisito fondamentale).

ulukaii
23-01-2015, 05:49
Tutti elementi che puoi trovare in un survival ben fatto, prendi ad esempio The Long Dark ;)

Ashgan83
23-01-2015, 06:29
Tutti elementi che puoi trovare in un survival ben fatto, prendi ad esempio The Long Dark ;)

...che infatti attendo con discreta speranza, leggo in giro di qualche problemino frustrante che spero verrà risolto nella release. In ogni caso, nei giochi, preferirei che la parte survival non fosse un obiettivo ma una componente.

djmatrix619
23-01-2015, 09:50
...che infatti attendo con discreta speranza, leggo in giro di qualche problemino frustrante che spero verrà risolto nella release. In ogni caso, nei giochi, preferirei che la parte survival non fosse un obiettivo ma una componente.

Guarda, in genere sono in pesante disaccordo con chi la pensa come te riguardo questa cosa, però soffermandomici un attimo, un po' d'accordo lo sono, un po'.

Se per esempio prendo come esempio Minecraft (ho già affrontato diverse volte il fatto se sia un survival o meno, per cui non ricominciamo :asd:), lì la mappa è tutta generata proceduralmente, ed è bella grande... però obiettivi?

Lì se non ti poni come obiettivo di costruire mega città, ti stufi subito... soprattutto se l'hai già giocato in precedenza e sai tutto del gioco. Quindi ammetto che in casi come questo qualche obiettivo potrebbe variare un po' il gameplay.
In giochi come Stranded Deep però, la differenza può essere solo una. Casual o Hardcore? Minecraft è casual, di survival c'è poco e niente. Se questo gioco sarà Hardcore, la sfida sarà "Sopravvivere", quindi a che servono obiettivi?

E' lo stesso motivo per cui apprezzo anche "The Long Dark" allo stato attuale (senza main story), la sfida ce l'hai con te stesso.. è io apprezzo molto anche questo tipo di scelta.
Soggettivamente parlando, The Long Dark ha la pecca di avere le mappe non generate proceduralmente.. e se questo titolo mantiene un gameplay simile, con mappe ogni volta diverse tra loro... CAVOLO! Mi fanno felice non poco.... :D

Ashgan83
23-01-2015, 09:57
Sì, mai come in questo caso è una questione puramente di gusti.;)

Piter358
23-01-2015, 10:07
Sembra veramente un bel gioco, un The Long Dark ambientato d'estate nell'Oceano Pacifico...
Ma ci saranno solo gli squali come animali predatori? (Perché credo proprio di sì)
Tanto qua stiamo sicuri che non prenderà una deriva casual :asd:
(Sì, Endnight Games, parlo di te e del tuo The Forest...)

ulukaii
23-01-2015, 10:12
Probabilmente io rischierò e investirò i soldini delle cartine di Gabe in Stranded Deep, ma vi anticipo già che non credo farò in tempo a fare dei video, almeno non a breve.

Axios2006
23-01-2015, 10:19
Probabilmente io rischierò e investirò i soldini delle cartine di Gabe in Stranded Deep, ma vi anticipo già che non credo farò in tempo a fare dei video, almeno non a breve.

Ci accontenteremo di un parere scritto.... :asd:

Per quel che mi riguarda, conoscendoti, mi basta un "compralo" o un "aspetta" :)

Axios2006
23-01-2015, 12:09
Ricordo a tutti che da qualche giorno steam ha attivato pure per la versione stabile del client, il broadcast delle partite, quindi basta che qualcuno giochi con il broadcast attivo e il pubblico può vedere la partita.

Axios2006
23-01-2015, 14:12
Rilasciato

Tutti i broadcast qui: http://steamcommunity.com/app/313120/broadcasts

Twitch: http://www.twitch.tv/damien324

ulukaii
23-01-2015, 15:28
Scaricato poco fa (sono 152.9 MB) e l'ho avviato sul pc baracca (non quello in firma), qui qualche screenshot (http://steamcommunity.com/profiles/76561197970967620/screenshots/?appid=313120&sort=newestfirst&browsefilter=myfiles&view=imagewall).

Graficamente si difende abbastanza, certo non c'è nulla di eccezionale, alcuni elementi sono abbastanza rudimentali, ma alcuni effetti (in particolare la luce e l'acqua) sono bellini e abbastanza rifiniti.

Ho esplorato un paio di piccoli atolli e un po' dell'ambiente marino circostante, non ho capito nà mazza su come craftarmi gli oggetti, ma nonostante questo sono riuscito a farmi il fuoco:

http://www.carmillaonline.com/archives/ddv2406.jpg

Ho già incontrato alcuni bug, esempio alcuni elementi dell'ambiente che appaiono/scompaiono dopo aver accumulato un certo tempo di gioco.
Ho purtroppo perso il canotto, lo annovero tra i bug perché appunto ci stavo dentro :stordita: semplicemente mi è sparito da sotto il :ciapet: e sono rimasto con il remo in mano.

Ho provato a provocare alcuni squaletti, ma sembrano non essere aggressivi per il momento (c'è di buono che non si spiaggiano come quelli di The Forest). A proposito, come fauna al momento ho notato parecchi pescetti, squaletti e granchi (sulla spiaggia). Ho esplorato un piccolo relitto e raccolto qualche oggetto.

Le animazioni sono essenziali, non c'è ancora il full-body, quindi si vedono solo le braccia e solo in determinate condizioni, ma già ora nuotare è sicuramente meglio rispetto a quanto accade in The Forest.

E' possibile salvare.

19mila92
23-01-2015, 17:17
Provato un'oretta e non c'è male a mio parere, ma si vede che al momento è molto acerbo. Idee carine e interessanti vediamo come le svilupperanno :)
Interessante il crafting che sembra davvero tutto da scorprire (se non usate guide e simili che sono la rovina per questi giochi ;) )

Il mio consiglio come al solito è giocarci il giusto senza farsi venire la nausea e provare le varie patch che usciranno ;)

Per chi vuole farsi un'idea qui un primo video fatto oggi ;)
Link: https://www.youtube.com/watch?v=W1qGDJL7-Tc

GIA131
23-01-2015, 17:36
Iscritto. Attendo ulteriori info che fino ad ora di survival sono rimasto un pò scottato :asd:

djmatrix619
23-01-2015, 17:41
Ma ho sentito (o meglio letto) che il gioco gira a 64bit? Mi confermate? :stordita:

Axios2006
23-01-2015, 17:49
Ma ho sentito (o meglio letto) che il gioco gira a 64bit? Mi confermate? :stordita:

Sì, steamdb.info mostra il depot a 64-bit.

djmatrix619
23-01-2015, 17:51
Sì, steamdb.info mostra il depot a 64-bit.

Ah questa cosa mi era sfuggita.
Effettivamente non so se è un bene o un male.
Per noi sicuramente un bene, ma per loro? Voglio dire.. che io sappia, programmare i giochi a 64bit ha qualche scocciatura in più.. spero non sia una cosa che faccia perdere ancor più tempo ai devs..

Axios2006
23-01-2015, 17:54
Ah questa cosa mi era sfuggita.
Effettivamente non so se è un bene o un male.
Per noi sicuramente un bene, ma per loro? Voglio dire.. che io sappia, programmare i giochi a 64bit ha qualche scocciatura in più.. spero non sia una cosa che faccia perdere ancor più tempo ai devs..

Partendo dal presupposto che è stata una loro libera scelta, che non erano obbligati da esigenze tecniche (il gioco usa lo stesso engine di The Long Dark è TLD è a 32bit)....

ulukaii
23-01-2015, 19:03
Sulla carretta su cui l'ho giocato oggi girava a 32 bit per due semplici ragioni:
1) trattavasi di un PC con Seven x86 (e 2GB di RAM)
2) il contenuto della cartella common riporta stranded_deep_x86_Data e stranded_deep_x86.exe.

Nessuna cartella o riferimento a versioni x64 :boh:
A meno che non sia uscito nel frattempo qualche altro update (ma a me non ha fatto più alcun update).

djmatrix619
23-01-2015, 19:13
Capisco... comunque mi sa che lo proverò di persona.
Si... lo so che io stesso ho consigliato di non comprarlo d'impulso.. ma le review positive.. i video... IL TRAILER.

Ho ceduto ragazzi.. c'era un branco di scimmie sulla mia spalla. La cosa pesava troppo. E Cast Away l'ho visto 2 volte per intero e almeno una ventina di volte spezzettato.. insomma è roba mia :') ! Mi butto.. :)

PS = Forse nessuno l'ha notato, ma il prezzo vi dice niente?? 15€, e non 18 euro circa (classico prezzo degli indie)... non hanno fatto la conversione 1$ = 1€..... e questo la dice già lunga!

Axios2006
23-01-2015, 19:35
Sulla carretta su cui l'ho giocato oggi girava a 32 bit per due semplici ragioni:
1) trattavasi di un PC con Seven x86 (e 2GB di RAM)
2) il contenuto della cartella common riporta stranded_deep_x86_Data e stranded_deep_x86.exe.

Nessuna cartella o riferimento a versioni x64 :boh:
A meno che non sia uscito nel frattempo qualche altro update (ma a me non ha fatto più alcun update).

launch/1/config/osarch: 64
launch/1/config/oslist: windows
launch/1/description: 64 bit launch
launch/1/executable: Stranded_Deep_x64.exe

https://steamdb.info/app/313120/config/

Da steam risulta attivata....

ulukaii
23-01-2015, 19:46
Il prezzo ufficiale è 14,99 USD, noi lo abbiamo pagato 14,99 euro quindi 1$ = 1€

Comunque sia, non mi spiego il fatto del 64bit, a meno che Steam non tiri giù la versione x64 su un sistema operativo x86. Il che è strano, in quanto un titolo viene generalmente scaricato per intero e lanciato a 32 o 64 bit a seconda del sistema.

Domani lo proverò sulla macchina a lato.

djmatrix619
23-01-2015, 20:04
Vabbè è comunque un prezzo che non segue lo standard.. :O
Comunque confermo, sul mio sistema x64, ho scaricato eseguibile a 64 bit, non a 32 bit. Cambia in base al sistema che si usa evidentemente!

ulukaii
23-01-2015, 20:24
Comunque è davvero interessante scoprire non solo tutte le possibilità di crafting, ma anche le fonti dei vari materiali e l'esplorazione del mondo marino.

Sono riuscito a costruirmi, per ora, un'accetta, il fuoco da campo, ho tirato giù qualche palma (cocchi ovunque :D ), ho provato a cacciare uno squalo e farmi cacciare a sua volta, ma non gli interesso.

In giro si trovano tante cosette interessanti, ti viene voglia di capire come potrebbero tornare utili (ma ancora niente palloni da volley o pacchi della fedex).

PS: In cielo ogni tanto passano aerei di linea, con tanto di scie (citazione a 6 giorni 7 notti?), quindi tanto di cappello per l'attenzione posta ai dettagli.

djmatrix619
23-01-2015, 20:36
E' ufficiale che si sono ispirati in tutto e per tutto al film.. la magia trasmessa è indescrivibile. :)

Non ho ancora visto nessun aereo, ma:
(spoiler solo per chi non vuole scoprire ancora NULLA del gioco, anche piccole cose)

Esplorando i fondali marini, ho trovato una cassa con un flare! Incredibile che mi perseguitano anche fuori da "The Long Dark" :asd:, senza contare che ho trovato una nave intera affondata!! Non l'ho ancora esplorata.. ma non vedo l'ora!

La grafica, considerato che mancano ancora parecchie opzioni e filtri, è veramente tanta roba.. anche le texture a volte stupiscono (anche se non sempre..). L'audio è ottimo. E infine, in termini di performance, SUPER FLUIDO (ricordo, almeno per la mia versione, x64).

Gli isolotti sono un po'.. come dire.. piccoli e disposti in direzioni "nord-sud-ovest-est" a quanto pare.. forse è una cosa temporanea per non affossare le prestazioni? Ci starebbe pure.. :)

Shagrath90
23-01-2015, 22:12
Ma...niente barra della salute e della fame? Niente freddo? =|

Axios2006
23-01-2015, 22:17
Ma...niente barra della salute e della fame? Niente freddo? =|

Fame, sete, salute e sonno. Hud nell'orologio. ;)

Freddo no, insolazione si. :)

MrXaros
23-01-2015, 22:20
Seguo anche questo sperando che prima o poi qualche survival esca dall'early access (The Long Dark, The Forest, Rust, ecc...).

djmatrix619
23-01-2015, 22:24
Fame, sete, salute e sonno. Hud nell'orologio. ;)

Freddo no, insolazione si. :)

In effetti c'è segnata la temperatura.. e c'è un termometro. :confused:

Axios2006
23-01-2015, 22:30
In effetti c'è segnata la temperatura.. e c'è un termometro. :confused:

Molti orologi hanno un termometro....

Ale55andr0
23-01-2015, 22:48
Gli isolotti sono un po'.. come dire.. piccoli

avevo notato...cioè so buchi da 50mq, due ondate di maltempo e vieni ingoiato dal pacifico :asd:


sinceramente non è che mi esalti un ambientazione tanto mini; non pensavo certo a skyrim ma credevo che l'isola dei filmati demo fosse puramente indicativa per dare un idea del gameplay...:stordita: eppure giochi vecchi che generano mappe procedurali belle grosse ve ne stanno. E io che già fantasticavo su qualcosa tipo lost, con tanto di cinghiali da cacciare :sofico:

djmatrix619
23-01-2015, 22:55
Molti orologi hanno un termometro....

Lo so.. era per dire che forse serve anche per fornirci informazioni sulla temperatura dell'ambiente, e quindi se si ha freddo o caldo.. qualcosa del genere non so. Anche se per ora non ho visto grandi differenze.

avevo notato...cioè so buchi da 50mq, due ondate di maltempo e vieni ingoiato dal pacifico :asd:


sinceramente non è che mi esalti un ambientazione tanto mini; non pensavo certo a skyrim ma credevo che l'isola dei filmati demo fosse puramente indicativa per dare un idea del gameplay...:stordita: eppure giochi vecchi che generano mappe procedurali belle grosse ve ne stanno. E io che già fantasticavo su qualcosa tipo lost, con tanto di cinghiali da cacciare :sofico:

Concordo, quel che penso io è che abbiano voluto partire con qualcosa di veramente base, in modo da non sgravare troppo sulle prestazioni. Mi farebbero piacere anche a me isole un pochetto più grandi.. ho provato ad andare un po' più in largo, ed in effetti le cose non cambiano sulle altre isole..

Ma ora è presto per etichettare il gioco.. vediamo come va avanti.. :)

ulukaii
24-01-2015, 06:01
Ricordatevi che le isole sono solo una piccola parte di ciò che si può esplorare.

L'oceano non è messo lì solo per collegare le isole tra di loro ;)

djmatrix619
24-01-2015, 10:01
Ricordatevi che le isole sono solo una piccola parte di ciò che si può esplorare.

L'oceano non è messo lì solo per collegare le isole tra di loro ;)

Sisi questo l'ho notato! ;)

Ma qualcuno ha capito come trovare altre pietre? Finite quelle che si trovano sulla spiaggia non capisco come averne altre! :stordita:

stefano76
24-01-2015, 10:02
A giudicare dai vostri video e screen pare che alcune meccaniche siano già più chiare e mature di quelle di The Forest che a tutt'oggi per me rimane ancora avvolto dal mistero...

Seguo con interesse.

ulukaii
24-01-2015, 10:18
Pare proprio che questi ragazzi abbiano le idee chiare. Il titolo sembra già avere delle buone basi, soprattutto lato esplorazione/costruzione e dinamiche.

La creazione degli oggetti è coerente con quello che ti aspetteresti in un ambiente come quello: materie prime, intuizione e sperimentazione.

Mi piace moltissimo non avere nessuna interfaccia a schermo e già questo gli fa guadagnare moltissimi punti. Per avere le informazioni sullo stato del personaggio si richiama usando l'orologio (F + LMB).

@djmatrix619:
Quando finiscono le risorse su un'isola, c'è da spostarsi. Almeno per quanto concerne i sassi, però non ho provato a "martellare" le rocce sulla spiaggia per vedere se è possibile ricavare altri sassi.

Ho però scoperto che posso...
ricavare delle punte martellando i sassi ed ecco quindi che mi sono fatto una lancia.
E' possibile salire sulle palme, per avere una visione dall'alto dell'atollo... ma occhio nello scendere ;)

PS: Segnalo che per il momento sembra non funzionino correttamente gli achievements ;)

djmatrix619
24-01-2015, 10:30
Mannaggia io ho provato a colpire quelle formazioni rocciose ma non è successo niente! Ma non ho effettivamente fatto come hai detto tu.. devo riprovare! :)

Comunque completamente d'accordo con quanto hai detto.. la base c'è, ed è più che buona! Salendo sulle palme, inoltre, ho notato questo:

http://i.imgur.com/KDryNZ3l.jpg

Se aguzzate gli occhi, noterete i bordi bianchi ai confini dell'isola.
In pratica il gioco funziona così, tanti quadrati sparsi per l'oceano, piccoli come questo più o meno.. che si generano ogni qual volta ci avviciniamo (almeno questa è l'impressione che ho avuto ieri, mentre provavo ad avvicinarmi alla seconda isola).

Questa cosa, più una risposta dei devs, dove affermano di aver creato piccole isole proprio per dare quel senso di "isolamento totale", dovrebbe purtroppo escludere ogni chance di avere qualche isola un pelo più grande..

Magari non è tutta questa tragedia.. ma a questo punto per me è un po' sprecato il fatto di avere isole generate proceduralmente..
Mio parere: secondo me così non si fa altro che invogliare il giocatore a fare le stesse cose ogni volta che finiscono le risorse, isoletta dopo isoletta, mentre invece era più "divertente" e "coinvoltente" adattarsi in base a quello che si ha davanti.. mi spiego?

Speriamo facciano qualcosina in merito a questa cosa, ma sia chiaro, così male adesso non è.. anzi. :) E' tutto da vedere...

---------------------------------------------

Inoltre, a chi interessasse, ci sono parecchie info utili sul gioco qui: Details & Frequently Asked - Q&A (http://steamcommunity.com/app/313120/discussions/0/616199347852890050/)

Darrosquall
24-01-2015, 12:44
comprato pure io, adesso che sono tornato a Messina,lo seguo dal famoso trailer e mi intriga da matti, forse anche più di The Forest. PS: sto seguendo la guida ulukai su steam, quella a cui hai messo mi piace, ma continuo a non capire come fare a costruire. http://cloud-4.steamusercontent.com/ugc/29606217175394874/58D7295A9AF642F2C61305BC05FBD72A71383F53/ questa schermata non la vedo e tengo premuto tasto sinistro del mouse, ho provato anche con la rotella ma niente.

Poi un'altra cosa, non si può ancora cucinare?

ulukaii
24-01-2015, 15:06
Per costruire devi mettere gli oggetti necessari a terra, quindi con il focus su di essi (quando sono arancioni) dovrebbe apparirti l'icona per creare qualcosa (se hai materiali necessari) quindi premi il tasto sinistro (o destro, non ricordo) per scegliere una delle possibili combinazioni per gli oggetti dal menù a tendina. Se non ti compare l'icona, vuol dire che gli oggetti sono troppo lontani, oppure hai disabilitato il crosshair dal menù opzioni.

A cucinare non ci ho ancora provato, ieri avevo mangiato delle patate, oggi ho raccattato un granchio e l'ho mangiato crudo (con relativo schermo verde da intossicazione) :fagiano:
Per bere ho usato sia l'acqua in bottiglia che la noce di cocco.

Domanda: Come hai fatto ad ustionarti?

Darrosquall
24-01-2015, 15:34
a me appare l'iconcina, ma vedendo la guida con 8 sticks ad esempio, potrei fare delle costruzioni, e invece mi da sempre e solo il camp fire. Quella schermata io non l'ho mai vista.

Come ho fatto a ustionarmi?good question :asd:

Axios2006
24-01-2015, 15:44
a me appare l'iconcina, ma vedendo la guida con 8 sticks ad esempio, potrei fare delle costruzioni, e invece mi da sempre e solo il camp fire. Quella schermata io non l'ho mai vista.

Come ho fatto a ustionarmi?good question :asd:

Una domanda: dove hai trovato il canotto nero con tendina arancione?

Ashgan83
24-01-2015, 16:16
No va bé, ho visto un video... isole grandi quanto il pianerottolo di casa mia e possibilità di tagliare un'intera palma con un coltello.:asd:

Axios2006
24-01-2015, 19:40
Provato una manciata di minuti da notebook (desktop ancora in reinstallazione).

20 fps a 1600x900 su una Nvidia GT120M non sono mica male. Ovviamente dettagli al minimo ma FOV al massimo.

Primo impatto: niente male davvero.

Il crafting promette bene, i fondali pure.

Le animazioni lasciano un pò a desiderare ma i Devs avevano già avvisato in merito.

Il fatto che abbattendo un albero non vola via alla The Forest è interessante.

Vedremo il prosieguo.

Manca il crafting di molti oggetti e tra i tanti non mi dispiacerebbero: cappello per il sole, bende, zattere più grosse.

Sulla dimensione delle isole: forse voglio costringere il giocatore a continui spostamenti e non ad insediarsi fisso in un posto... si vedrà.

Piccolo bug: ero con il canotto in mare, improvvisamente sparisce. Era diventato invisibile: il puntatore indicava "raft" ma non si vedeva.

Ripeto, promette bene.

Axios2006
24-01-2015, 19:41
a me appare l'iconcina, ma vedendo la guida con 8 sticks ad esempio, potrei fare delle costruzioni, e invece mi da sempre e solo il camp fire. Quella schermata io non l'ho mai vista.

Come ho fatto a ustionarmi?good question :asd:

Per le costruzioni devi equipaggiare il martello. ;)

djmatrix619
24-01-2015, 22:26
Io ormai sono sopravvissuto 5 giorni ma credo che mi fermerò per il momento qui. Ho praticamente visto in game il 90% del gioco e l'altro 10% nei video.. posso ritenermi soddisfatto! :D

Il bug più grave che ho incontrato è senz'altro quello in cui ti sparisce il canotto, o la zattera, mentre si raggiunge un altra isola.

Altro bug fastidioso è quello della salute, che a volte ti scende misteriosamente a picco. Stando più attenti ho notato che puoi farti male molto facilmente semplicemente andando a sbattere (fare collisione) con altri oggetti/ostacoli. Ad esempio nell'esplorazione delle barche arenate, spesso vedevo che mi fuoriusciva del sangue inaspettatamente.

Altra cosa curiosa, invece, è che si può cuocere un granchio vivo, senza ucciderlo.. lol! :D

Axios2006
24-01-2015, 22:32
Io ormai sono sopravvissuto 5 giorni ma credo che mi fermerò per il momento qui. Ho praticamente visto in game il 90% del gioco e l'altro 10% nei video.. posso ritenermi soddisfatto! :D

Il bug più grave che ho incontrato è senz'altro quello in cui ti sparisce il canotto, o la zattera, mentre si raggiunge un altra isola.

Altro bug fastidioso è quello della salute, che a volte ti scende misteriosamente a picco. Stando più attenti ho notato che puoi farti male molto facilmente semplicemente andando a sbattere (fare collisione) con altri oggetti/ostacoli. Ad esempio nell'esplorazione delle barche arenate, spesso vedevo che mi fuoriusciva del sangue inaspettatamente.

Altra cosa curiosa, invece, è che si può cuocere un granchio vivo, senza ucciderlo.. lol! :D


Per la cottura come si deve fare?

Io ho provato così: Fuoco, granchio tirato sul fuoco, niente, tenuto in mano niente... Che sbaglio?

djmatrix619
24-01-2015, 22:38
Che sbaglio?

Io ho scoperto 2 metodi per quanto mi riguarda:

Il 1° (meno comodo) consiste nel trascinare il granchio (tenendo quindi premuto) sopra il fuoco.
Il 2° (che ho trovato più comodo) consiste semplicemente di lasciarcelo sopra. Per un bug al momento è possibile farlo senza neanche farlo cadere, in uno dei miei screenshot su Steam c'è una foto.

Ricordo che sentirai il rumore del fuoco quando il cibo è in fase di cottura, mentre un "ding!!" (suono tipo delle ordinazioni) quando è pronto. Per cuocere tipo un granchio ci vogliono tipo.. mmm.. 2 minuti? ;)

Per i pesci funziona uguale.

Axios2006
24-01-2015, 22:41
Io ho scoperto 2 metodi per quanto mi riguarda:

Il 1° (meno comodo) consiste nel trascinare il granchio (tenendo quindi premuto) sopra il fuoco.
Il 2° (che ho trovato più comodo) consiste semplicemente di lasciarcelo sopra. Per un bug al momento è possibile farlo senza neanche farlo cadere, in uno dei miei screenshot su Steam c'è una foto.

Ricordo che sentirai il rumore del fuoco quando il cibo è in fase di cottura, mentre un "ding!!" (suono tipo delle ordinazioni) quando è pronto. Per cuocere tipo un granchio ci vogliono tipo.. mmm.. 2 minuti? ;)

Per i pesci funziona uguale.

Grazie. :)

Axios2006
25-01-2015, 00:17
Workaround per canotti / zattere che scompaiono:

"So, I had a thought... the rafts are disappearing, right? And it's when you paddle continuously to other islands, right? What if, while you were paddling, you moved around? Gave the raft confirmation of collision with your character? So, I started paddling, and moving around. I've visited 3 islands so far. No vanishing raft so far."

In parole povere: mentre remate muovetevi dentro il canotto.

https://steamcommunity.com/app/313120/discussions/0/613948093885067034/

djmatrix619
25-01-2015, 09:37
Workaround per canotti / zattere che scompaiono: [...]

In effetti avevo notato che muovendomi potevo remare ugualmente.. ci avevo provato dopo che ho scoperto di muovermi all'indietro mentre stavo in realtà fermo. :asd:

Tra l'altro è anche vero che se nuoti, vai veloce come un motoscafo, avete notato? Anche se ti si avvicinano gli squali, molto probabilmente non faranno in tempo se non ti giri mai a vederli! :D

jonbonjovanni
25-01-2015, 11:06
Preso, ma è piccolo in termini di mb , è normale?

Inviato dal mio ASUS Transformer Pad TF300T

djmatrix619
25-01-2015, 11:25
Preso, ma è piccolo in termini di mb , è normale?

Per il momento si... direi di si.

AuxPlinsky
27-01-2015, 14:41
esiste una road map per capire cosa come e soprattutto quando implementeranno?

al momento mi sembra avere del potenziale soprattutto a livello di crafting ma come contenuti mi sembra alquanto acerbo...

Axios2006
27-01-2015, 17:09
esiste una road map per capire cosa come e soprattutto quando implementeranno?

al momento mi sembra avere del potenziale soprattutto a livello di crafting ma come contenuti mi sembra alquanto acerbo...

Roadmap generica sulla pagina negozio di Steam. Data stimata release: fine 2015.

Axios2006
27-01-2015, 23:41
http://i.imgur.com/gIaZBENl.jpg (http://i.imgur.com/gIaZBEN.jpg)

http://i.imgur.com/TrNFwicl.jpg (http://i.imgur.com/TrNFwic.jpg)

http://i.imgur.com/Wmaq7Ccl.jpg (http://i.imgur.com/Wmaq7Cc.jpg)

Axios2006
28-01-2015, 07:53
LATEST UPDATE: 0.01 HOTFIX
Hi guys,

Hotfix 1 for version 0.01 (0.01.H1) is now live.
Please note that you will need to start a new game as previous save files will not load correctly!

Stay Alive!
:: Beam Team
---


0.01.H1 CHANGE LOG

Bug Fixes

Rafts - Fixed the “Bermuda Triangle” bug. Rafts no longer disappear when travelling.
Rafts - Improved raft functionality with collisions and ladders.
Player - Fixed a bug where the player would be reloaded inside the terrain, shipwrecks, etc.
Player - Adjusted swimming speed.
Intro - Fixed “Bouncing Betty” bug, see: http://steamcommunity.com/app/313120/discussions/1/613948093882138495/
Cooking - Fixed campfires where multiple cookable items would interfere with each other’s cooking times.
Menus - Fixed mouse sensitivity not applying.
Menus - Added key binding functionality (Controllers are not officially supported, but it is possible).
Menus - Added in-game options functionality.
Saving/Terrain - Fixed a large bug; An edge case where if loading a saved game, and then resaving, previously saved biomes were being overwritten.
Terrain - Adjusted rock and stick spawning quantity.
Saving - Fixed a bug where stabbed items on the end of a Spear weren't being saved.
Saving - Fixed item display names not saving.
Sharks - Fixed disappearing great white sharks when killed.
Sharks - Shouldn’t appear on land anymore..
Sharks - Fixed shark meat not attaching to a Fire Spit.
Sharks - Spear now damages sharks.
Sharks - Various AI changes to increase the difficulty (a little).
Marlin - Fixed disappearing Marlins when killed.
Sleeping - Changed sleeping times. You can now sleep anytime from 6:00 pm to 6:00 am. The day count also increments properly now.
Flare Gun - Fixed using spam.
Harvesting Yuccas and Potatoes - Fixed incorrect scale of regrowing plants.
Drinkable Coconut - Fixed using animations and audio with various tools.
DeadEx Box - Can now be picked up.
Container and Doors - Fixed audio spam when entering loaded biomes.
Container and Doors - Fixed a large bug with loot spawning positions.
Various - Fixed various missing interactive object tags, descriptions, etc.
Various - Fixed the “Banana” yellow arm bug when looking at the watch and another lightsource was around.
Various - Fixed a hovering bug with one of the glass shaders.


New Content

Whales - New creature!
Divers Slate - New Easter Egg!
Boat Motor - Is now craftable and functional. Have fun with this one! ;)

ulukaii
28-01-2015, 08:59
Boat Motor - Is now craftable and functional. Have fun with this one! ;)
[/LIST]
Infatti, l'avevo trovato durante un'immersione, ma non avevo capito che farci.

Sinceramente anche ora non saprei cosa farci...
lo attacco al canotto?
E la benza dove la trovo?

Axios2006
28-01-2015, 09:21
Infatti, l'avevo trovato durante un'immersione, ma non avevo capito che farci.

Sinceramente anche ora non saprei cosa farci...
lo attacco al canotto?
E la benza dove la trovo?

O per ora ha carburante infinito o c'c'è già la tanica.... boh.... io ancora devo trovarla la barca... :asd:

ulukaii
28-01-2015, 10:12
Come non detto, trovata la...
tanica, insieme ad una torcia elettrica e ad un'accetta
Adesso manca solo il motore :Perfido: (rimasto nel vecchio save)

emicad
28-01-2015, 11:13
iscritto. :fagiano:

The_Silver
28-01-2015, 11:40
Sembra fatto molto bene, il poco che c'è... peccato per la scelta di una così limitante mappa di gioco effettiva, non vedo che grande quantità di contenuti potrà avere per tenere incollato il giocatore nel lungo poeriodo, certo gli permette buone prestazioni e una generazione procedurale ma è incanalato in limiti fin troppo stretti temo. :(

djmatrix619
28-01-2015, 19:01
Fantastico!!
Primo update post-lancio, lo attendevo con un ansia assurda! :)
Devo ancora testarlo.. curiosissimo riguardo la barca a motore! In effetti sarebbe un bel passo avanti rispetto a dover remare da un isola all'altra! :D

ulukaii
28-01-2015, 19:18
Sinceramente, se non mi ponessi dei limiti andrei avanti tutto il tempo dietro a questo gioco. Davvero, mi rilassa moltissimo ed è davvero molto gradevole.

Oggi, grazie ad una piccola scoperta...
un respiratore
Ho iniziato ad esplorare i fondali e i relitti, trovando parecchie cosette interessanti:
pezzi di motore, nastro adesivo, accette, martelli, taniche varie di carburante, secchielli, torce grandi e piccole, un paio di pistole lanciarazzi, un binocolo e un fischietto
Ora mi servirebbe la consulenza di MacGyver per valutare bene come massimizzare il tutto :sofico:

emicad
29-01-2015, 07:56
mi state facendo venire troppa voglia di prenderlo, maledetti!
avevo detto "basta early access" ma sto resistendo a fatica. :ciapet:

Axios2006
02-02-2015, 23:26
Roadmap ufficiale: https://trello.com/beamteam

MaxJanot
03-02-2015, 08:04
Molto interessante, speriamo mantenga le aspettative.

djmatrix619
03-02-2015, 08:08
Roadmap ufficiale: https://trello.com/beamteam

Bello "trello" (scusate il gioco di parole).. :asd: lo uso pure io per i miei lavori! :D.. in ogni caso devono sbrigarsi.. consumo i loro update nel 10% del tempo che loro usano per rilasciarne un altro!! :O

L'avete visto il mio "pontile" che ho costruito? Ci attraccherò le mie belle imbarcazioni.. :asd: Wilson ama le gite fuori por... isola!

http://cloud-4.steamusercontent.com/ugc/699517210597917541/4ACC85D8DAE15133726117F8E544B0FCF662EAA1/800x480.resizedimage

Io che gioco con Crabby, il mio animaletto speciale!
http://cloud-4.steamusercontent.com/ugc/699517210596175785/6A36A858748C3E01A76241FF11A92350734F8543/800x480.resizedimage

Axios2006
03-02-2015, 08:12
@djmatrix619 bello il pontile, ma lo yacht? :sofico: :asd:

djmatrix619
03-02-2015, 08:15
@djmatrix619 bello il pontile, ma lo yacht? :sofico: :asd:

In effetti non sono riuscito a farlo più basso.. hahah :asd: Vabbé dai.. un'arrampicata alla Tomb Raider quando devo attraccare e mi tengo pure in forma.. ;D

Axios2006
03-02-2015, 08:24
In effetti non sono riuscito a farlo più basso.. hahah :asd: Vabbé dai.. un'arrampicata alla Tomb Raider quando devo attraccare e mi tengo pure in forma.. ;D

Eh si.. d'altronde l'altezza era da yacht.... :asd:

Axios2006
14-02-2015, 10:50
LATEST UPDATE: 0.02
14 FEBBRAIO - BEAM TEAM GAMES

Hi guys,

Version 0.02 is now live.
This week's update shouldn't require a restart, but if you notice any funny behavior please try starting a new game before posting a bug report.

Please note that if you’re experiencing bugs such as stuck items on firepits, cooked cooked cooked items, etc, these bugs will persist until you start a new game as they have been saved in that state.


Stay Alive!
:: Beam Team
---


0.02 CHANGE LOG

Bug Fixes

Key Bindings – Removed secondary key bindings which was interfering with AZERTY keyboard users.
Menus – Fixed Audio Settings volume not applying when changed in-game.
Menus – Fixed Mouse Sensitivity settings not applying when changed in-game.
Menus – Fixed Input Menu’s scroll window position.
Inventory – Adjusted force when dropping items.
Intro – Disabled dropping functionality for tutorial items to avoid confusion.
Crafting – Fixed a bug where splitting an object with the dragging mechanic could stall the crafting system.
Crafting – Fixed the possibility of saving mid-craft/build and reloading with the ghost item stuck on-screen.
Cooking – Fixed cookable item’s display name “Cooking” status spamming on every reload. Note: any previously saved cookables will still display as “Cooked Cooked Cooked", etc.
Divers Slate - Fixed the Divers Slate holding position.
Coconuts – Adjusted the coconut spawn amount.
Coconuts – Coconuts viewing distance increased.
Coconuts – Fixed a bug where you couldn't crack a coconut on another island.
Fire Spit – Fixed a bug where if your inventory was full when picking something off the spit and then you made room and tried again, the item would not remove from the spit.
Bed – Is now a normal craftable item. You can now drag it around into your home.
Raft Motor – Fixed raft motor rotating further down with each reload.
Raft Motor – Fixed various bugs with durability and speed.
Raft Motor – Now has a fuel gauge.
Airtank – Fixed infinite Airtank.
Various – Fixed various item display names (goggles, flippers, martini, etc).
Various – Fixed flying with dragging objects.
Shadows– Fixed all construction objects that weren't displaying shadows.
Harvestable Plants – Adjusted regrowth time.
Bucket – Adjusted tipping angle, cooking time and fixed various cooking bugs.
Lantern – Fixed a lighting bug with the lantern’s LOD and lighting masks.
Watch – Minor rendering optimization and moved closer for easier reading.
Land Sharks and Land Whales – Fixed.
Sharks – Adjusted spawn amount.
Sharks – Improved AI. Different shark species will flee from more dominant species. More aggressive in general.
Sharks – Improved AI. Adjusted curiosity; Sharks tracking velocity increased. More aggressive stalking behavior.
Sharks – Improved AI. Species are now more dependent on height, i.e: Great Whites will lurk below, Tiger sharks will roam on the surface.
Sharks – Fixed a large bug with the sharks biomes.
Sharks – More intense and aggressive attacking player animations,.
Crabs – Adjusted the crab population amount.
Crabs – Adjusted crab calories vs. coconut calories.
Crabs – Adjusted cooking time.
Fish – Fixed incorrect starting biomes. Fish species should now be correct for the current biome.
Fish – Improvements and fixed a large bug with the fish system’s bounds checking.
Audio – Higher bitrate rain sound.
Audio – Adjusted Paddle sound.
Audio – New drowning sound clip.
Loot – Fixed duplicate loot items.
Shipwrecks – Boat of doom no longer spawns on the shore.


New Content

Menus – You can now choose to display temperature in Celsius or Fahrenheit.
Temperature System – Stranded Deep now has a completely new temperature system running in the background. It’s based off real world values for the Pacific region. It takes the time, day, month, year and humidity into account when calculating the current temperature and apparent temperature (how hot it feels). The ocean temperature falls off with depth based on real-world values that have been scaled to the game world. This system is still fairly fresh and will be incorporated more fully with your statistics in a future update (taking into account your exertion, whether you’re in shade, wet, etc).
Inventory – The inventory now displays the property of the first item in a slots stack, i.e: health, durability, servings, etc. (Please note there’s a lot of different attributes for items so it’s possible some might not prioritize the right attribute).
Turtle – New creature!
Sting Ray – New creature!
Blacktip Reef Shark – New creature!
Lion Fish – New creature!
Fish – New creature! Clown Trigger Fish.
Shipwrecks – New shipwrecks! Plane and ship bow.
Door – New buildable item! You can now construct a door for your home, similar to a wall.
Cloth – New item! You can now find cloth. This item is very much a placeholder and will be generally improved and integrated into more crafting combinations in the future.
Crude Bandage – New item! You can now craft a Crude Bandage.



Please note that if you're playing a saved game from a previous version, you will need to explore different biomes to find the new creatures, ie: previously saved islands will not have stingrays, turtles, etc but newly generated islands will.

djmatrix619
14-02-2015, 10:52
Grazie BEAM TEAM! :cool:
Scarico e testo quanto prima! :D

Tartaruga:

http://i.imgur.com/AUlVJj1.png

In alto a destra casualmente ci è finito un pesce Discus! :asd:

Axios2006
14-02-2015, 20:43
Da quel poco che ho potuto provare, la patch è un bel passo avanti: grafica più fluida, meno problemi ad accatastare gli oggetti, velocità canotto migliorata, ancora qualche nei movimenti vicino ai relitti, squali più aggressivi.....

Axios2006
16-02-2015, 08:18
LATEST UPDATE: 0.02 HOTFIX
16 FEBBRAIO - BEAM TEAM GAMES
Hi guys,

Hotfix 1 for version 0.02 (0.02.H1) is now live.

Stay Alive!
:: Beam Team
---


0.02.H1 CHANGE LOG

Bug Fixes

Bed - Fixed disappearing beds. The disappearing bed bug was actually a blessing in disguise. This highlighted a rather large problem of an edge case where a biome’s items weren’t being saved properly. So a big problem has been fixed for not only the beds but every item (reports of sticks disappearing, etc).
Bed – Fixed backwards compatibility issue with flying beds.
Construction Objects – Increased culling distance.
Loading – Fixed an issue with new content and previous saves.
Ocean – Fixed graphical error in tutorial scene.
Potato – Can attach to Fire Spit.
Raft – Fixed some physics issues. Please note that these changes will not apply to existing saved rafts!
Sharks – Fixed jiggly shark soft bodies.
Sharks – Fixed the issue of being unable to move after a shark attack.
Sharks – Fixed an occurrence of the player marked as "being attacked" which prevented sharks attacking you.
Sharks – Players should no longer go under or become stuck in the terrain after a shark attack event.
Sharks – Minor tweaks to aggressiveness and crazy speed values
Sharks – Sharks will build aggression when attacked

djmatrix619
16-02-2015, 08:24
Purtroppo dopo la 0.02 mi sono incastrato nei vari elementi del paesaggio almeno un milione di volte.. rendendo necessario reiniziare da capo.
Spero venga fixata anche questa cosa... (o sono il solo a cacciarmi sempre negli angolini più remoti? :asd:)

Axios2006
18-02-2015, 19:07
C'è modo e, se si, quale, di ricaricare la bombola d'ossigeno? :help:

Grazie. :)

ulukaii
18-02-2015, 19:31
C'è modo e, se si, quale, di ricaricare la bombola d'ossigeno? :help:

Grazie. :)
Sai che non lo so, non credo (almeno a rigor di logica). Del resto non me ne sono ancora mai preoccupato perché ne ho trovate 3, quindi ho la scorta... il problema è che per ora devo stare lontano dall'acqua perché mi ha aggredito un tigre sul bagnasciuga e se mi avvicino all'acqua perdo sangue a fiotti. Ho fatto per andare verso un'altra isoletta, ma sono dovuto tornare indietro perché mi si è fatto sotto, in modo insistente, uno squalo bianco.

djmatrix619
18-02-2015, 19:37
Sai che non lo so, non credo (almeno a rigor di logica). Del resto non me ne sono ancora mai preoccupato perché ne ho trovate 3, quindi ho la scorta... il problema è che per ora devo stare lontano dall'acqua perché mi ha aggredito un tigre sul bagnasciuga e se mi avvicino all'acqua perdo sangue a fiotti. Ho fatto per andare verso un'altra isoletta, ma sono dovuto tornare indietro perché mi si è fatto sotto, in modo insistente, uno squalo bianco.

Dopo l'ultimo update gli squali sono dannatamente più aggressivi... c'è seriamente da stare attenti! :asd:

ulukaii
18-02-2015, 19:44
Dopo l'ultimo update gli squali sono dannatamente più aggressivi... c'è seriamente da stare attenti! :asd:
Me ne sono accorto... troppo tardi.

egounix
18-02-2015, 20:15
a leggervi e a guardare il video su steam... prende una scimmia... devo resistere :mad: :muro:

Axios2006
18-02-2015, 22:23
Sai che non lo so, non credo (almeno a rigor di logica). Del resto non me ne sono ancora mai preoccupato perché ne ho trovate 3, quindi ho la scorta... il problema è che per ora devo stare lontano dall'acqua perché mi ha aggredito un tigre sul bagnasciuga e se mi avvicino all'acqua perdo sangue a fiotti. Ho fatto per andare verso un'altra isoletta, ma sono dovuto tornare indietro perché mi si è fatto sotto, in modo insistente, uno squalo bianco.

Brutto affare gli squali....

Partita nuova, uno mi ha stalkerato fino a riva... ho pinne, bombola, bussola (!!!) .... vado a rompermi un braccio in cadendo dalla cima di una palma.. :doh: :muro:


a leggervi e a guardare il video su steam... prende una scimmia... devo resistere :mad: :muro:

Cedi.... cedi.... :asd: hai letto le due trello board con le feature previste?

Battute a parte, se già ero convinto della bontà del prodotto, dopo le prime due patch ne sono ancora di più convinto.

Però se non hai impellenza di survival tropicale, caso mai aspetta. The Long Dark è molto più completo.
Qui il senso di continua angoscia ancora non c'è: l'insolazione è ancora disattivata o quasi, il cibo si trova senza troppi problemi... squali a parte si "campa" bene...

A scanso equivoci: non è che ci sono problemi, solo cose non ancora implementate.

AuxPlinsky
18-03-2015, 09:23
fermo da un mese o semplicemente non scrive nessuno per aggiornare la situazione?

ulukaii
18-03-2015, 09:40
The next update will be out by the end of this week...
fonte (https://twitter.com/BEAMTeamGames/status/577301289861668864)

Axios2006
18-03-2015, 10:31
fermo da un mese o semplicemente non scrive nessuno per aggiornare la situazione?

Avrei aggiornato a patch uscita o comunicazione su Steam.

Di tutti i giochi che seguo, chi usa i forum chi twitter chi fb chi trello chi reddit.....

AuxPlinsky
18-03-2015, 13:38
non voleva essere un richiamo per nessuno ovviamente ma volevo solo capire se gli sviluppatori stanno lavorando dato che il gioco mi interessa ma al momento lo reputo un po' povero di contenuti

Axios2006
18-03-2015, 14:08
non voleva essere un richiamo per nessuno ovviamente ma volevo solo capire se gli sviluppatori stanno lavorando dato che il gioco mi interessa ma al momento lo reputo un po' povero di contenuti

Lo so che non era un richiamo. :)

In genere gli sviluppatori postano su più canali....

Comunque, in prima pagina c'è il link alla loro trello board e puoi vedere nel pannello attività i progressi giorno per giorno.

Non so se ti possa interessare, ti segnalo Subnuatica: survival open world sci fi ambientato sott'acqua. Early Access pure questo ma molto più ricco di contenuti perché in stato di sviluppo più avanzato e team più numeroso. Rilasciano patch anche 3 volte al giorno.....

AuxPlinsky
19-03-2015, 09:38
si si conosco subnautica
per la verità in questo periodo sto tirando un attimo il fiato sugli EA in attesa che quelli che ho comprato ( dayz sa rust the long dark h1z1 ecc) si concretizzino

The_Silver
19-03-2015, 09:40
si si conosco subnautica
per la verità in questo periodo sto tirando un attimo il fiato sugli EA in attesa che quelli che ho comprato ( dayz sa rust the long dark h1z1 ecc) si concretizzino

Auguri... :asd:

AuxPlinsky
19-03-2015, 09:46
Auguri... :asd:

:D

AuxPlinsky
19-03-2015, 09:50
al momento mi diletto con cities skyline, ho ripreso gw2 in attesa dell'espansione e non mi nego neanche qualche partita a heroes of the storm

quindi pausa sugli early access anche se mi attira reign of kings :D :D

Axios2006
21-03-2015, 12:31
Patch 0.03 rilasciata


http://steamcommunity.com/app/313120/discussions/0/611698195158286688/

Performance, edifici multi piano, bunker, fortini.

Unity 5 nei prossimi mesi.


----------------------------------------------------------------------------------

Hi guys,

Version 0.03 is now live.

If you've been following on the forum, we've mentioned in a few threads that a lot has been going on internally. We’re reworking a few things at the moment and focusing on laying a solid foundation for the future of the game. So while that's happening, things around here are pretty busy and we might not have a chance to communicate as much as we'd like. We know that can be unnerving and some developers have let EA users down in the past, but we want to reassure people that we're just as excited and committed to this project as ever :)

We've got a lot of feelers out at the moment to help cover some areas that we don’t specialize in. Our animation and audio systems are admittedly terrible and bulky. Neither of us are animators or audio guys, so we’re looking at hiring someone to completely overhaul these systems. We’re also on the hunt for some concept artists and illustrators to help expand our vision for new craftable tools, building structures and tropical environments to find and explore.

In the coming months, we'll be looking into improving existing features and implementing more new features. We've been thinking about a skills tree, but we have no idea how we’re going to pull this one off how we'd like at the moment. We really don’t want a big bulky SKILLLS MENNNU! ..but it would also add a great way to progress and be able to improve your character's abilities. So we'll put our thinking caps on for that one.. We’ll also be looking into creating floating structures like house boats and better rafts. It's been on our list for a while and seems to be a regularly requested feature. There's also the more "behind the scenes" systems tied into the survival aspect of the game, like more advanced temperature and stamina systems. The systems are actually there and functioning already and are quite advanced for a game, we just need to implement them more fully with the player and environment. An engine upgrade to Unity 5.0 is on the list as well. We've got a tonne of ideas and couldn't hope to cover them in this post, but there's plenty of good stuff that we'll be sinking our teeth into and gives you an idea of what we’re looking at.

But for now, the March update is here with Sea Forts, multistory building, some UI gameplay changes and plenty of bug fixes. Performance is also generally improved. This update shouldn't require a restart, but as always if you’re experiencing any problems or funny behavior, please try starting a new game before posting a bug report.

Enjoy the update :)


Stay Alive!
:: Beam Team
---


0.03 CHANGE LOG

Bug Fixes

Cloth – Fixed spelling mistake in description.
Cloth – Fixed bug with crafting trigger not activating.
Paddle – Fixed a bug with paddle buoyancy flying to the surface.
Foundations – Hard to replicate but hopefully fixed Items falling through foundations. Time and player feedback will tell with this one. Only other thing is possibly destroying order of things?
Context Menus – Fixed context menu spam and using items when closing menus spam.
Context Menus – Fixed a bug with the context menu interacting collider.
Context Menus – Fixed a bug where constructing combos options were getting cut off with a long list.
Crafting – Some improvement made to lag when equipping a hammer to switch between building and crafting modes with large collections and buildings. There’s a lot more work to be done here, but it should be better.
Building – Improved foundation collisions. You can now walk underneath foundations and place on rocky terrain. This does allow the ability to do silly things like placing structures inside rocks, so beware.
Doors – Fixed shipwreck door collisions.
Doors – Fixed all door colliders moving player when opening.
Medical Supplies – Fixed bug with infinite medical supplies.
Airtank – Players seem to be a bit confused with this one so we reworked the functionality to make it less confusing and more consistent. Previously, the airtank had a set capacity and would refill your air deficit. Now it just has a set number of uses so make sure you get the best out of them.
Fire Spit – Now displays the attached cookable’s name.
Ocean – Fixed a bug where the ocean would turn red during weather events.
Trees – Fixed a bug where cut down connected tree trunks where loading back as logs not trunks.
Doors – Door model now indicates which way the door opens when placing.
Steps – Building materials have been adjusted. Previously the steps were a ‘luxury’ item. Now they are a requirement for accessing second stories, so the material requirement has also been adjusted. Steps are now 4x stick, 2x Rope.
Beds – Reduced size to fit inside a single foundation.
Bubbles – Fixed bug where bubble markers were disappearing.
Shipwrecks – Plane shipwreck now has bubble markers.
Boat Motor – Fixed fuel gauge only updating when boat motor was running.
Player – Changed crouching mechanic. You now have to hold the crouch key to remain crouched.
Bucket – Fixed the “portal/stargate” bug.
Coconuts – Fixed a rare occurrence of a missing reference.
Whale – Fixed constant whale noise spam.
Crabs – Fixed a bug where crabs weren’t being parented to the right node for re-centering and saving.
Boat Motor – Reduced the lawn mower’s volume from 0.7 to 0.4.
Effects – Fixed a bug with incorrect god rays appearing underwater (big orange blob).


New Content

Sea Forts! – You can now explore a series of connected sea forts that provide great shelter and can contain various loot and supplies. Sea Forts are procedurally generated in the sand plains biome. Please note that we are working on a much more improved billboard system for the future so sea fort transitions may be jerky/sudden when loading biomes at this stage in development.
Multistory Building! – Official multistory building. This system is a work in progress and is in alpha stage and will be constantly evolving. There are currently a very few edge cases with unrealistic placements that will get cleaned up as the system progresses and finalizes. There’s no limitations on stories for now, so we can’t wait for the mega tower screenshots! We’ll be incorporating things like structural material limitations and more advanced destruction in future updates.
Interacting – New mechanic for interacting with objects! To interact with interactive objects like campfires, consoles and containers, hold the left mouse button down momentarily when the new interacting icon appears. Similarly, the crafting context menu icon has a new look.
Clicking with the left mouse button will use your current item on the object you’re looking at, as normal.
This mechanic opens up the ability to be able to destroy interactive items like campfires and doors, which has not been possible until now.
Steps – Steps functionality has been changed. When placing, you can rotate the orientation of the stairs to point in the direction you want. However, stairs can only be placed adjacent to a foundation.
Windows – You can now craft a Windowed Wall
Torch – The torch functionality has now changed. When found, it will be permanently equipped and can be toggled with the torch key (default is [R]). Any torches that already exist in the game world will be destroyed, so you will have to find a new one for this to take effect. Please note that this will eventually be incorporated into a left hand item, so don’t worry die-hards - no floating torches here ;)
Player Audio – A variety of new unique player character effects.
Fish Trap – You can now craft a functioning Fish Trap. At the moment it only catches fish, but we will expand on this in the future with crabs, crayfish, etc. What fish you catch is on the environment and where you place the Fish Trap.
Bucket – The bucket can now collect rain water.
Easter Egg – Small “Land Shark” related easter egg.
Crafting – You can now toggle whether the crafting highlight is displayed for increased immersion.
UI – Some UI redesign is in progress so some things may look a little different and incoherent. We’re playing around, seeing what works so it’s all still a work in progress at this stage.

ulukaii
21-03-2015, 16:01
Ci ho fatto un giretto giusto un attimo fa, ho visitato alcune piattaforme e ho finalmente trovato quel paio di pezzi che mi servivano per craftarmi la moto-zattera :Perfido:

djmatrix619
21-03-2015, 21:41
Un po' di novita di quest'update in video: https://www.youtube.com/watch?v=12Vmv7zk2sE

Axios2006
21-03-2015, 22:32
Patch approvata a pieni voti!

Migliorata la grafica subacquea, ridotto il lag nel craftare i pezzi delle capanne e nel trascinare tronchi. Migliorata la cottura dei cibi. Interesante la possibilità di spostare il letto dentro la capanna. Il canotto pare più stabile.

Non so se è generalizzato, ma nella partita appena iniziata ho trovato una bombola, la tanica, 3 torce, la lanterna ad energia solare, il nastro adesivo, la bussola, il secchio, una bottiglia, il binocolo e gli occhiali il tutto in 4 relitti adiacenti alla prima isola. :eek: Loot troppo generoso.

Si inizia a sentire la necessità di uno zaino... E di una cartografia in game...

SharkWhite
22-03-2015, 15:22
Preso ragazzi.:!! sono stato incollato un paio di ore.. :D......

Che dite ragazzi, ma bisogna cambiare continuamente isola alla ricerca di oggetti utili, o tenersi un isola il quale costruire una capanna, e ritornarci su di essa dopo aver esplorato le altre? .... mi piace l'idea di espandere la mia bella capanna :Prrr:

Axios2006
22-03-2015, 16:16
Preso ragazzi.:!! sono stato incollato un paio di ore.. :D......

Che dite ragazzi, ma bisogna cambiare continuamente isola alla ricerca di oggetti utili, o tenersi un isola il quale costruire una capanna, e ritornarci su di essa dopo aver esplorato le altre? .... mi piace l'idea di espandere la mia bella capanna :Prrr:

Tieni conto che allo stato attuale molte meccaniche di gioco non sono state ancora implementate.

Potenzialmente tra noci di cocco e granchi puoi andare avanti indefinitamente.

L'ideale è trovare la bussola e/o fare una mappa su un foglio di carta per ritrovare la "base".

SharkWhite
22-03-2015, 16:33
Tieni conto che allo stato attuale molte meccaniche di gioco non sono state ancora implementate.

Potenzialmente tra noci di cocco e granchi puoi andare avanti indefinitamente.

L'ideale è trovare la bussola e/o fare una mappa su un foglio di carta per ritrovare la "base".Siii la bussola l'ho trovata proprio poco fa :ciapet: ...... Speriamo lo sviluppino al piu presto... sono daccordo sul fatto che una mappa non guasterebbe.. e soprattutto la possibilità di portare qualche oggetto in piu in zattera/gommone... inventario si riempe alla svelta :muro:

Axios2006
22-03-2015, 16:40
Siii la bussola l'ho trovata proprio poco fa :ciapet: ...... Speriamo lo sviluppino al piu presto... sono daccordo sul fatto che una mappa non guasterebbe.. e soprattutto la possibilità di portare qualche oggetto in piu in zattera/gommone... inventario si riempe alla svelta :muro:

Al momento sono solo 2 persone. Nel changelog di ieri hanno giusto detto che devono vedere di assumere qualcuno.

Comunque nel prossimo mese saranno impegnati a migrare a Unity 5.....

ulukaii
22-03-2015, 16:50
In questo periodo in molti stanno migrando dal 4.5 al 5 (anche The Forest e Firewatch), la migrazione si porta sempre dietro un sacco di imprevisti e lavoro aggiuntivo che si avvertono molto di più quando il team è piccolo.

hc/drums/master
22-03-2015, 20:47
appena ho i soldi lo prendo anche io, finalmente un survival senza zombi o mutanti, spero solo non lo lascino a metà ...

djmatrix619
22-03-2015, 20:48
appena ho i soldi lo prendo anche io, finalmente un survival senza zombi o mutanti, spero solo non lo lascino a metà ...

C'è anche "THE LONG DARK"... che è un survival nudo e crudo come questo, ma con più contenuti. :)

hc/drums/master
22-03-2015, 20:53
C'è anche "THE LONG DARK"... che è un survival nudo e crudo come questo, ma con più contenuti. :)

the long dark l ho messo nella wishlist già da tempo, ma non saprei non mi ispira più di tanto, questo mi piace di più, sarà che sono siculo e mi piace stare al calduccio :D

djmatrix619
22-03-2015, 21:02
the long dark l ho messo nella wishlist già da tempo, ma non saprei non mi ispira più di tanto, questo mi piace di più, sarà che sono siculo e mi piace stare al calduccio :D

In effetti come temperature e scenari sono parecchio diversi... :asd: :asd: cmq ti capisco.. :D

SharkWhite
22-03-2015, 21:35
Al momento sono solo 2 persone. Nel changelog di ieri hanno giusto detto che devono vedere di assumere qualcuno.

Comunque nel prossimo mese saranno impegnati a migrare a Unity 5.....Speriamo in bene... ne stava uscendo qualcosa di bello secondo me... speriamo il lavoro continui verso questa direzione...:mc:

Axios2006
22-03-2015, 21:37
appena ho i soldi lo prendo anche io, finalmente un survival senza zombi o mutanti, spero solo non lo lascino a metà ...

Dai un'occhiata pure a Subnutica: è leggermente sci fi ma in maniera light (niente zombie / mutanti) solo pesci alieni.

ulukaii
23-03-2015, 09:26
Ma nooo :doh: Sono riuscito a ribaltare la motozattera in alto mare e mi è pure caduta in acqua la bussola :muro:

Axios2006
23-03-2015, 09:36
Ma nooo :doh: Sono riuscito a ribaltare la motozattera in alto mare e mi è pure caduta in acqua la bussola :muro:

Io la bussola la tengo sempre nell'inventario. Troppo "traballanti" zattere e canotti.

ulukaii
23-03-2015, 09:45
Io la bussola la tengo sempre nell'inventario. Troppo "traballanti" zattere e canotti.
Anche io, ma in quel momento ce l'avevo in mano. Quando la zattera si è ribaltata (e io son finito a mollo) ho inavvertitamente premuto il tasto "Q" e ha droppato la bussola in mare.

Mi ero scordato di aver rimappato alcuni dei tasti (in particolare "tab" e "q") del g600 per giocare a Dying Light e quindi avevo i tasti scambiati :rolleyes:

Axios2006
23-03-2015, 10:22
Anche io, ma in quel momento ce l'avevo in mano. Quando la zattera si è ribaltata (e io son finito a mollo) ho inavvertitamente premuto il tasto "Q" e ha droppato la bussola in mare.

Mi ero scordato di aver rimappato alcuni dei tasti (in particolare "tab" e "q") del g600 per giocare a Dying Light e quindi avevo i tasti scambiati :rolleyes:

Ok. Concorso di cause.... Legge di Murphy...

Axios2006
24-03-2015, 12:27
LATEST UPDATE: 0.03 HOTFIX
Hi guys,

Hotfix 1 for version 0.03 (0.03.H1) is now live with fixes for the crazy raft, windows and torches, to name a few!

Stay Alive!
:: Beam Team
---


0.03.H1 CHANGE LOG

Bug Fixes

Sea Forts – Lowered generation amount.
Sea Forts – Fixed no-clipping through various doors and containers.
Rafts – Fixed the erratic raft buoyancy.
Torches – Fixed a bug where torches were not equipping. Value should now apply when you pick up a torch or flashlight.
Player – Added a “Toggle Crouch” option to the input menu. Toggled off will keep the original behaviour of remaining crouched after the crouch key is pressed. Toggled on, you will need to hold the crouch key to remain crouched.
Windowed Walls – Fixed windowed walls saving with incorrect id. Unfortunately, any windowed walls that have been saved as walls will remain as walls, but the problem is fixed for any future windowed walls.
Rain – Improved rain appearing through sea forts. Collision accuracy still needs some tweaking.
Shipwrecks – Fixed a bug with an incorrect shipwreck prefab id being saved. The “Boat of Doom” was replacing one of our newer shipwrecks. This has been fixed for the future, however if a “Boat of Doom” has been saved on shore previously, it will remain.
Building – Fixed a chance of not being able to place a foundation over stairs upper level.
Crafting – Fixed raft motor crafting combination not requiring a raft.
Crafting – Fixed a bug with picking up materials when in the crafting menu.
Fire Spit – Fixed a bug with destroying a Fire Spit leaving an attached cookable stuck forever.

Axios2006
30-04-2015, 13:00
Patch 0.03 H2 rilasciata

-changelog: vedi post sotto-

@Ulukaii: quando ho postato il changelog ancora non c'era e dato il tempo passato dal precedente update avevo presunto che fosse la 0.04.

ulukaii
30-04-2015, 15:00
Io su Steam leggo Hotfix 2 for version 0.03 (0.03.H2):
Bug Fixes
- Raft Motor – Now requires a hammer to be built.
- Fire Spit – Now updates display name when attached cookable is cooked.
- Shipwrecks – Fixed visual error with glass shader not blending with fog.
- Crafting – Fixed “lashing” material name incorrectly appearing as “rope” in crafting option’s material list.
- Building – Fixed a bug where foundations would default to a raft when snapping to an existing foundation over water.
- HUD Information Option – Fixed a bug where toggling the display of item names was not applying in game.
- Input Options – Fixed a rather annoying bug for players where mouse buttons were reassigning as the mouse axis.
- Goggles, Flippers and Torch – Added a notification for now to notify player that these items have been equipped.
- Flying – The last known dragging-flying exploit, aka the “broomstick” method, has been fixed.
- Water Bottles – Fixed a bug with all food items not saving data. This would result in water bottles refilling when loaded back, etc.
- Rafts – Adjusted ladder colliders for wooden rafts for easier climbing.
- Crabs – Fixed immortal crabs when cooking alive. Crabs now die if you cook them alive by dragging onto a fire, etc.
- Rain – Fixed weather effects not having appropriate filter when underwater.

New Content
- Saving – It’s now possible to have multiple save game files. Your save file is now saved local to the game’s installation in a folder named after your Steam ID. It may look like a random series of numbers but it actually corresponds to your unique user ID on Steam. It’s worth mentioning that there are a few ways to identify your Steam ID if you need to. A quick google search will help here.
- Saving – Internal optimisations to save file parser.
- World Seed – You can now share your world seed. You will be prompted to input a world seed when you select “New Game” on the main menu. You can view your world seed on the bottom right corner of the pause menu.
- Player – More randomized and more variety of player sound effects. Improved jumping sounds and more variety. Improved landing sounds and more variety. Vomitting sounds effects. Improved breathing sounds effects
- Label Maker – New item! A small side item that introduces a new mechanic to rename items if that’s your thing.

Balancing
- Sharks – Dynamically adjusted circling radius based on the damage dealt to the shark.
- Sharks – Less crazy raft bumping!
- Sharks – Temporary fix to spamming damage by holding down the use item key.
- Sharks – Will lose interest in players when on land.
- Sharks – Increased maximum damage: Tiger Sharks from 1000 to 2250, Great whites from 2000 to 3350.
- Sharks – Regain 0.5 health per second after 320 seconds have passed since last receiving damage.
- Balance - Adjusted compass model holding view.
- Balance – Decreased various fish spawn chances. Sharks are now much rarer.
- Tiger shark from 100% to 30%,
- Great White from 100% to 18%,
- Reef Sharks from 100% to 25%,
- Marlin from 100% to 25%,
- Whales from 20% to 6%,
- Stingrays from 100% to 65%,
- Turtles from 100% to 55%.
- Balance – Loot container item spawn chance. Container slots now have a slight chance for spawning nothing (average 90% to spawn).
Hanno aggiunto una nota per chi volesse utilizzare i vecchi save:
Restoring your save file Instructions
Backup your save file by locating you Steam Apps folder (Google to the rescue here again) and inside the Stranded Deep folder you will find a folder called “Data” and inside that you will find your save file under “Save.json”.
The easiest way to transfer the contents is to start the game to the main menu and then quit the game. A new folder will have been created in the Stranded Deep folder corresponding to your Steam ID. (It may look like a random series of numbers but it actually corresponds to your unique user ID on Steam). Copy your existing “Save.json” save file into the new folder. Rename the save file with the same name as the folder it’s now in.
Done :)
Per quanto riguarda Unity 5:
There’s been some changes to the way the save system works so please read the important notes on backing up your existing save file and setting it up for this build at the end of this post..

Now, this month’s update is a small one. It’s probably the least content we’ve released in an update so far …and there’s a reason for it.
We had to make a big call for this update. We were working on some big systems this month and last week we realised we weren’t going to get them done for this update. So we’ve had to pull a lot of content from this update. This highlighted a bigger problem that’s become more and more evident as the game’s development has progressed under Early Access - working to a monthly build has been very prohibiting. Our monthly builds need to be stable enough so that you’re not losing you’re progress every update. It’s just not fun playing a game in pieces. But at the same time we need to move forward and the things we want to move forward with are going to break the game ...a lot. What to do? Well starting as of this update, version 0.03 will remain the stable build and in the next few weeks we’ll be starting a new experimental branch that players can opt into. The experimental build will be just that, highly experimental. It will allow us a lot more freedom in development and will allow you to see more immediate progress of the things we’re working on. Because you won’t be seeing that progress reflected in the stable build which most players will be playing, we’ll be going back to fortnightly blog updates on our website how we used to, to keep you up to date with what we’re working on. And of course we’ll be uploading the experimental builds if you want to check it out.

We have a lot of big things planned. Some of them include:
Moving over to Unity 5.
Reworking the terrain system.
Reworking the ocean - Better and bigger wave animations and more complete buoyancy.
Reworking a lot of behind the scenes for co-operative game play.
Incorporating a proper player model with shadows and animations.
Creating an actual audio system.
A new loot system incorporating proper scavenging mechanics.
Improving the construction system to build on the new scavenging system to create more unique structures.
A tool crafting system – scavenging different handles, bindings and blades to create unique tools and weapons.
Improving the weather with procedural cloud cover and better weather events.
A map editor and modding tools.
Heaps more…
We’ll be posting a blog post in the next few days with more details and concept art on what we have planned for the above so stay posted.

The main point of all this is that we don’t want Stranded Deep to turn into an early access game where you come back in a few months and updates time and it basically looks like the exact same game - a game where “progress” is made every month, but nothing really changes or grows into something better. It’s been a hard call to make this month, but we know it’s the right one. We have big plans and are pretty excited so we hope you’ll understand and support us as we do that :)

We’ll post an announcement soon with more details on the experimental build.

Stay Alive!
:: Beam Team

Axios2006
05-05-2015, 08:59
EXPERIMENTS

In breve: hotfix per la stable in breve tempo e rilascio di una build sperimentale per Unity 5 e nuove features

http://i.imgur.com/JHQCZaRl.jpg (http://i.imgur.com/JHQCZaR.jpg)

http://i.imgur.com/w52bJ1el.jpg (http://i.imgur.com/w52bJ1e.jpg)

As mentioned in our last update post, we’re going to be running a new ‘experimental’ build alongside the stable version of Stranded Deep very soon. We’ll keep you posted when the first experimental build goes live (hopefully next week sometime) and we’ll post some instructions on how to opt in. But for now, we thought we’d update you with some details of the immediate plans.



The first thing on the experimental agenda is moving over to Unity 5.

One of the biggest sales pitches of Unity 5 is the new fully deferred renderer and physically based shading. The switch to a proper deferred renderer will be great, but unfortunately not as easy as pressing the “upgrade” button. There’s a lot of custom stuff going on in Stranded Deep which was necessary to get the most out of the engine we’ve been working with. If you’ve been following our blog posts for a while, you’ll know that we are already doing physically based shading along with various other effects like faking skybox global illumination and a lot of different depth techniques for our effects. So in visual terms, the engine upgrade won’t really do that much for now. But hopefully later on we can integrate even more graphical features like dynamic global illumination, screen space reflections and such.

There’s a few new features that should improve performance though. The physics engine has been upgraded both in speed and the quantity of objects it can handle. Stranded Deep uses a lot of physics so this should be a great improvement. There’s also the new UI system that we’ll be transitioning over to. We haven’t had much of a chance to look at it, but hopefully there’s some performance to be gained. The current system we’re using has some annoying workarounds and a fairly significant performance overhead. Every bit counts :)

After we’ve ported over, we’ll get back into the guts of the game. The construction system was in the middle of a rework before the last hotfix so that’ll be high on the list. We’ve got a lot of great ideas for new systems and they all centre around the theme of scavenging. We really want to incorporate more scavenging for more unique structures and tools. We’ll fill you in with more details when we get to these, but here’s a few teasers of some concepts —

There’s a heap of other systems that will be getting re-worked as well and we’ll keep you informed as it happens. Starting from this post, we’re going back to fortnightly blog updates as mentioned in the last update. If you’re not keen on trying out the experimental build first hand, this will be a good way to keep up with the progress of the game and see what we’re working on.

That’s it from us for now. We’ll have a hotfix coming out soon for the stable build and then stay posted for further info on the new experimental builds.

Stay Alive!
:: Beam Team

Axios2006
06-05-2015, 08:33
LATEST UPDATE: 0.03.H3 HOTFIX

Hi guys,

Hotfix 3 for version 0.03 (0.03.H3) is now live with fixes for the main menu, saving, antibiotics and a few more.

Stay Alive!
:: Beam Team
---


0.03.H3 CHANGE LOG

Bug Fixes

Saving – Fixed a bug with Steam attempting to initialize twice and throwing an exception. This would result in not being able to continue the correct saved game after quitting to the main menu without quitting to desktop and restarting.
Antibiotics – Removed conditions for anti-venom item which didn’t make it into the last update and reverted to using antibiotics to cure poisoning and vitamins for sickness as before.
Main Menu – Reports had been made of seeing the main menu logo with no menu options. This couldn’t be replicated but changes were made in an effort to fix anything that could have been the cause. Please keep us posted if you experience any more issues.
Intro – Changed key binding for skipping the intro to [Esc] to fix interfering with AZERTY keyboards.
Torch – Fixed bug where you couldn’t pick up the permanently equipped torch if you have a full inventory.
Campfire – Reduced flame distortion to more realistic level. Cleaned up prefab.


New Content

Loading – The loading screen now has a courtesy warning for Yosemite users for long wait times.
Loading – The loading screen now displays tips.

ulukaii
20-05-2015, 06:48
Prima build sperimentale in Unity 5:
So we’ve moved over to Unity 5 and onto our first experimental build :)

For instructions on how to opt into the experimental builds, see here:
http://steamcommunity.com/app/313120/discussions/6/613958868350181331/

The builds are only for 64-bit Windows and OSX operating systems. We’d love to get feedback on whether the move to U5 and some changes has alleviated loading problems (10-15 mins) for Yosemite users.

There’s also now a dedicated experimental sub-forum here:
http://steamcommunity.com/app/313120/discussions/6/

---

I mentioned in the last update, that we were doing a lot of custom stuff in Stranded Deep. Well the upgrade broke a lot of it! :P We had a few problems that delayed last week’s release. There’s a problem with the way we manually batch our materials through code with Unity 5. The bug has been reported but for now there’s no item highlighting. We also had a collider related problem with the new physics system that borked the yellow raft, so enjoy your free wooden one :P

One of the things we wanted to address with the upgrade to Unity 5 was the UI. In particular, the UI performance. The system we were using previously was great, but a bit of a performance hog. Unity now have a nice native UI system now. So last week was spent getting up to speed and switching over to the new UI system. It’s much better for performance, as it should be being built into the engine, but the feature set isn’t as comprehensive as our old UI system. So a fair amount of time had to be invested creating controls and widgets for the new UI that we used previously. A lot of time was also spent making sure it was setup in a manner that’s nice and scalable for the future. If anything needs to change or be added, it’s a simple matter of dragging a new control or group in and it will automatically layout everything correctly. So as of 0.04.E1, the main menu is running on the new UI. All of the in-game UI is yet to be converted.

You’ll see there’s a few pre-emptive settings in the audio menu. These will be implemented when we take another pass at the audio system. Unity 5’s got a few new audio tools we need to check out.

We’ve just started to integrate Speedtree for better trees and foliage. One of the things that’s not immediately apparent about the Speedtree integration in Unity is that there’s no official physically based shader set for them. So you have a great scene full of shiny PBR materials and trees that stand out like you know what. All the trees and foliage look horrible right now. We’re on it and trying to get it sorted out asap.

All in all, we’re seeing a nice performance boost with the upgrade. We’ve moved to a fully deferred renderer now. Garbage savings from new UI system and the new multi-core physics system is helping smooth things out too. Freeing up all these precious milliseconds mean we can spend them on more important things like effects, more complex AI, etc.

We’re also finalising plans for the new terrain system and world. We’re really excited with where it’s all heading. It’s also going to be perfect for community mods. We’ll be filling you in in a future post once we’ve got it all figured out.

So that’s it this week, till next time!

Stay Alive!
:: Beam Team
Fonte (http://steamcommunity.com/games/313120/announcements/detail/240160099275317916)

Axios2006
28-05-2015, 08:07
LATEST EXPERIMENTAL BUILD 0.04.E2

Hi guys,

The latest experimental build (0.04.E2) is now live with a a lot of fixes for bugs found in the initial upgrade process. All the UI has also been moved over to Unity's native UI system now. We're mid-way through integrating SpeedTree as well so all the foliage visuals are WIP and a bit broken at the moment.

Stay Alive!
:: Beam Team
---


0.04.E2 CHANGE LOG

Bug Fixes

Watch – Fixed watch screen not rendering.
Input– Fixed input menu key bindings setting to “None”.
UI – Fixed scaling for different aspect ratios to scale proportionally to any resolution now.
UI – Fixed missing gradient from controls.
UI – Started cleaning up and optimizing hierarchy to reduce draw calls.
Urchin – Fixed material rendering without transparency.
Wollie - Fixed material rendering without transparency.
Cloth – Fixed rendering as pink from missing shader.
Rain – Fixed rendering as pink from missing shader.
Raft – Fixed jittery raft when paddling.
Ocean – Fixed foam lighting error with additional lights.


WIP and New Content

Steam – Started to add in functionality to support Steam stats and achievements. The “days survived” counter on the main menu should now display correctly after you save the game from now on.
Shadows – Added grass and foliage shadows for “Ultra” quality setting.
Shadows – Increased resolution for “Ultra” quality setting.
UI – Converted inventory UI to new UI system.
UI – Converted general HUD elements UI to new UI system.
UI – Converted notifications to new UI system.
UI – Converted watch UI to new UI system.
Lighting – Moved ambient lighting LUT creation offline.


Notes

Pink Shaders – There may be a few pink shaders about. Feel free to post them in the bug reports section, EXCEPT for objects that are obviously meant to be glass. We haven't written a glass shader compatible with the new BRDF yet.
Shaders – A few objects are missing their proper normal and specular maps. We’re in the middle of consolidating all our shaders at the moment, so we’ll be getting to them. ALL tree and foliage shaders are not complete or plain broken. We’re working on tying these up asap.
Shadows – We’re seeing some annoying artefacts with the shadow system we use. We’re looking into it.
UI – All the UI has been moved over from our old system to UGUI. All of the UI elements are works in progress, but are functional.

andry18
19-06-2015, 19:17
hola, il titolo mi interessa ma non ho seguito lo sviluppo. Noto che è in offerta su steam (sconto piccolino, primo malus) e che a quanto pare è ben lungi dall'essere terminato (secondo malus)
si ha una sorta di periodo indicativo per il rilascio? tra 1 e 100, qual è la percentuale di completamento, ora come ora? (spero che quel 0.04 non indichi il 4% :asd:)

Axios2006
19-06-2015, 19:31
hola, il titolo mi interessa ma non ho seguito lo sviluppo. Noto che è in offerta su steam (sconto piccolino, primo malus) e che a quanto pare è ben lungi dall'essere terminato (secondo malus)
si ha una sorta di periodo indicativo per il rilascio? tra 1 e 100, qual è la percentuale di completamento, ora come ora? (spero che quel 0.04 non indichi il 4% :asd:)

Dicono fine 2015 ma non ci giurerei.

Sono solo 2 persone.

La road map indicativa è nel link in prima pagina.

Tieni conto che tra blog e info varie mancano ancora molti pezzi di gameplay. Una percentuale precisa di completamento non è determinabile.

Se conti di giocarlo subito, prendilo tranquillamente. È già giocabile.

Altrimenti prendilo a Natale.

andry18
19-06-2015, 20:20
Dicono fine 2015 ma non ci giurerei.

Sono solo 2 persone.

La road map indicativa è nel link in prima pagina.

Tieni conto che tra blog e info varie mancano ancora molti pezzi di gameplay. Una percentuale precisa di completamento non è determinabile.

Se conti di giocarlo subito, prendilo tranquillamente. È già giocabile.

Altrimenti prendilo a Natale.
la roadmap l'ho vista ma non ho capito niente, mi è sembrato un elenco di cose ancora da inserire nel gioco, ed erano parecchio
diciamo che se a buon punto (molto buono) l'avrei giocato volentieri adesso nonostante alcuni arretrati, ma vista la conferma che manca ancora abbastanza seguo la seconda opzione e ci butto un occhio verso natale dai
grazie ;)

Axios2006
19-06-2015, 20:26
la roadmap l'ho vista ma non ho capito niente, mi è sembrato un elenco di cose ancora da inserire nel gioco, ed erano parecchio
diciamo che se a buon punto (molto buono) l'avrei giocato volentieri adesso nonostante alcuni arretrati, ma vista la conferma che manca ancora abbastanza seguo la seconda opzione e ci butto un occhio verso natale dai
grazie ;)

Come dicevo, la road map va crescendo....

Prego.

Axios2006
23-06-2015, 07:43
LATEST EXPERIMENTAL BUILD 0.04.E3
>>> Solo per chi ha attivato la build sperimentale <<<

Hi guys,

The latest experimental build 0.04.E3 is now live with even more fixes for bugs found in the upgrade process.

Two large bugs have been hanging around on the stable build, one being the unusually long loading times for OSX Yosemite users, and the second being the more recent NVIDIA driver upgrade causing consistent crashes.

The upgrade to Unity 5 on our experimental build has fixed these problems and improved performance in general. So in between working on the terrain and coop, we decided to push forward with this update and will be testing it’s stability in the next week or so as a candidate for a stable release. Bug reports are handy, so if you find any post them here on the steam forum here: http://steamcommunity.com/app/313120/discussions/7/

Everything else is progressing nicely. Unfortunately, a lot of it is pretty boring to read about. We’ve been running a lot of test projects for coop gameplay, testing the best ways to sync everything between players, ai, etc and the larger island tests are also looking promising.

We’ll keep you posted :)

Stay Alive!
:: Beam Team
---


Bug Fixes

Watch – Tweaked screen elements for better visibility. Adjusted specular and added normal map and glass effect.
Watch – Fixed backlight not lighting up at night.
Lantern – Fixed missing glass shader and light effect.
Bucket – Fixed missing water shader.
Liferaft – Yellow lift raft has returned.
Player – Fixed lighting errors with torch and player arm.
Player – Fixed arm effects shader to work with new lighting model.
Player – Proper skin shader is back.
Player – Fixed standing under ceilings and going through them.
Player – Fixed inaccuracies between ground collisions.
Moon – Fixed the moon halo appearing under the ocean.
Crabs – Fixed slow crab moving speed.
Trees – Fixed tree billboards not rendering to depth properly, being overwritten by fog, etc.
Shadows – Fixed a bug where underwater objects were casting shadows on ocean surface.
Crafting – Fixed crafting object highlight and placing object highlight for crafting and building. Optimized memory required for batching.
UI – Fixed incorrect widget highlighting colours caused by new HDR colour picker in Unity 5.
UI – Fixed a bug where confirmation dialogues would not appear over options menu.
Crafting – Fixed a bug in the crafting popup menu where the scrolling list would not reset to the top.
Crafting – Fixed first element in crafting popup not highlighting on first open.
Crafting – Fixed steps not locking into position.
Saving – Fixed a bug where the following items would not be saved: landshark sign, multi-story foundation, multi-story steps, windowed walls and labelmaker.
Menus – Fixed a bug where you would exit to a black screen after dying.
Containers – Tidied up all container, cases and console colliders. Changed from mesh colliders to compound primitive colliders.
Bouncing Container Items – This is a problem between primitive colliders and mesh colliders. The bouncing items should be fixed for containers. It may still be a problem for rocks.


WIP and New Content

Unity – Upgraded to latest version of Unity, 5.1.0F3.
Antialiasing – New SMAA algorithm. Changed antialiasing render settings.
Ambient Occlusion – New ambient occlusion effect.


Known Issues

Ocean – The ocean surface underwater is currently being affected by ambient occlusion.
Foliage – Back faces of bushes and larger trees aren’t being lit correctly.

djmatrix619
30-06-2015, 20:09
Come "New Contents" vedo che andiamo molto lenti.. l'ho riprovato dopo mesi e non e' cambiato nulla.. speravo fossero un pelo piu' veloci.. sigh! :(

Axios2006
30-06-2015, 22:02
Come "New Contents" vedo che andiamo molto lenti.. l'ho riprovato dopo mesi e non e' cambiato nulla.. speravo fossero un pelo piu' veloci.. sigh! :(

Sfortunatamente, non hanno trovato nessuno da assumere....

Inoltre, per alcuni devs, la migrazione a Unity 5 è stata più complessa che per altri...

The Long Dark è stata indolore, Kerbal, con tutto che sono un team più grosso e hanno consulenze Nasa, sono ancora con vari problemi...

Stranded Deep sono 2 soli...


Scusa l'ovvietà: hai attivato la build "experimental", giusto?

Axios2006
15-07-2015, 14:59
LATEST EXPERIMENTAL BUILD 0.04.E4

Hi guys,

The latest experimental build 0.04.E4 is now live. This will hopefully be the last update before pushing it out to the stable branch, so if you have any issues, let us know on the forums here ---
http://steamcommunity.com/app/313120/discussions/7/

If you’re not into reading patch notes, the only thing you really need to be aware of in this build is that the palm tree mechanics are different. You cannot climb palm trees in this build, requiring you to either chop it down for coconuts, or throw something at the coconuts to knock them down (Don't forget you can left click while dragging an item to throw it forward!)

Read more details about this update and what’s been happening recently in the latest blog on our website ---
http://beamteamgames.com/2015/07/15/experimental-build-0-04-e4-and-shiny-things/

Stay Alive!
:: Beam Team
---


Bug Fixes

Terrain – Islands can now spawn next to each other.
Player – Reworked mechanics to future-proof for coop.
Player – Fixed ability to walk up steps.
Player – Fixed cases of sticking to walls, etc.
Player – Fixed visual jitters in some scenarios, running with torch, etc.
Player – Fixed a bug where you could be ejected from the raft when transitioning between islands.
Physics – Fixed a bug with saved physics objects colliders, ie: angled sticks.
Shadows – Fixed large bug with shadows under OSX
Shadows – Fixed shadow artefacts on ocean surface from object below ocean.
Intro – Fixed clipping through trolleys.
Plane Wreck – Fixed an overlapping prefab id causing a bug with the wrong wreck being spawned.
Doors – Fixed doors and windows snapping to wrong positions, in the middle of supports, etc. There is still a small bug that can make placement tricky. We’re aware of it and squishing it as we speak, but we didn’t have time to get it out in this build.
Steps – Fixed incorrect positioning.
Steps – Fixed bug with stairs interfering with craftable objects when placing.
Boat Motor – Fixed bug with boat motor interfering with craftable objects when placing.
Boat Motor – Fixed being able to place boat motors on top of one another.
Crafting – Fixed a bug where you could still highlight craftable items when placing buildings.
Crafting – Fixed a bug where craftables would remain constantly highlighted when changing highlighting settings in options menu.
Highlighting – Fixed bug with craftable item highlighting and lantern light source.
Palm Trees – Fixed ambient occlusion rendering over palm fronds.
Palm Fronds – Fixed craftable palm fronds not highlighting (not the palm tops, at the moment).
Rope – Fixed rope material not highlighting.
Duct Tape - Fixed duct tape material not highlighting
Bucket – Fixed incorrect LOD level for bucket when close up.
Crabs – Adjusted population per hole to 5.
Antibiotics – Adjusted spawn rate. There is now a 25% of finding antibiotics in wall cabinets. Harvestable Plants – Fixed an exploit where you could speed up the next harvest time by continuing to hold down the action button after you harvested the plant.
Inventory – Added durability bars back to inventory slots.
UI – Fixed various formatting mistakes.


WIP and New Content

Palm Trees – Revised/testing different mechanic. You cannot climb palm trees in this build, requiring you to either chop it down for coconuts, or throw something at the coconuts to knock them down.

Axios2006
15-07-2015, 15:02
Grandi isole in arrivo: https://beamteamgames.files.wordpress.com/2015/07/large_islands.jpg

http://beamteamgames.com/2015/07/15/experimental-build-0-04-e4-and-shiny-things/

Ale55andr0
15-07-2015, 19:35
era ora

djmatrix619
15-07-2015, 20:08
era ora

Guarda che in arrivo significa come minimo 3 o 4 mesi secondo le loro tempistiche! :asd: (con tutto il rispetto eh, hanno tutte le loro buone ragioni ;) )

Axios2006
15-07-2015, 20:13
Guarda che in arrivo significa come minimo 3 o 4 mesi secondo le loro tempistiche! :asd: (con tutto il rispetto eh, hanno tutte le loro buone ragioni ;) )


Tenuto conto che per la migrazione a Unity 5, studi più grossi come quello di Kerbal hanno avuto problemi, si, 3-4 mesi è realistico.

Forse avrei dovuto scrivere "in arrivo (beamteam games time)"... :asd:

Bè di sicuro arriverà prima di HL3... :asd:

Axios2006
22-07-2015, 12:08
NEW STABLE BUILD 0.04

Hi guys,

The new stable build 0.04 is now live!

This update is primarily focused on pushing out the transition to Unity 5 for Stranded Deep. The transition to Unity 5 has fixed a few major problems that users have been experiencing, including long loading times for Yosemite users and hard crashes related to graphics drivers.

If you've been following along with the experimental build and our blog you’ll know that there’s a lot going on behind the scenes at the moment. There's a new terrain system, coop preparations, a new ocean system, new vegetation, new crafting system, etc. You can read about it here: http://beamteamgames.com/2015/07/15/experimental-build-0-04-e4-and-shiny-things/
These will all start appearing on our experimental branch soon. The experimental branch will also be updated to this build shortly.

But for now, some of the features already in this build include SpeedTree integration with much improved billboarding, a new deferred renderer, a new physics system and a new UI system, all of which have improved the overall performance and visuals. A more extensive list of changes and fixes can be found in the patch notes below.

It's worth mentioning again that this update is focused on the transition to Unity 5. More content and some big changes will be coming soon!

Stay Alive!
:: Beam Team
---


0.04 CHANGE LOG

Bug Fixes

Terrain – Reduced distance between islands.
Player – Reworked mechanics to future-proof for coop.
Player – Fixed cases of sticking to walls, etc.
Player – Fixed visual jitters in some scenarios, running with torch, etc.
Player – Fixed lighting errors with torch and player arm.
Player – Fixed standing under ceilings and going through them.
Player – Fixed inaccuracies between ground collisions.
Player – Fixed player clipping through sharks.
Physics – Fixed a bug with saved physics objects colliders, ie: angled sticks.
Intro – Fixed clipping through trolleys.
Plane Wreck – Fixed an overlapping prefab id causing a bug with the wrong wreck being spawned.
Steps – Fixed bug with stairs interfering with craftable objects when placing.
Doors – Fixed doors and windows snapping to wrong positions.
Crafting – Fixed a bug where you could still highlight craftable items when placing buildings. Optimized memory required for batching.
Crafting – Fixed a bug where craftables would remain constantly highlighted when changing highlighting settings in options menu.
Crafting – Fixed a bug in the crafting popup menu where the scrolling list would not reset to the top.
Crafting – Fixed first element in crafting popup not highlighting on first open.
Antibiotics – Adjusted spawn rate. There is now a 25% of finding antibiotics in wall cabinets. Harvestable Plants – Fixed an exploit where you could speed up the next harvest time by continuing to hold down the action button after you harvested the plant.
Watch – Tweaked screen elements for better visibility. Adjusted specular and added normal map and glass effect.
Moon – Fixed the moon halo appearing under the ocean.
Trees – Fixed tree billboards not rendering to depth properly, being overwritten by fog, etc.
Shadows – Fixed a bug where underwater objects were casting shadows on ocean surface.
Shadows – Fixed flickering cloud shadows at sunset.
Menus – Fixed a bug where you would exit to a black screen after dying.
Containers – Tidied up all container, cases and console colliders. Changed from mesh colliders to compound primitive colliders.
Bouncing Container Items – This is a problem between primitive colliders and mesh colliders. The bouncing items should be fixed for containers. It may still be a problem for rocks.
Input – Fixed input menu key bindings setting to “None”.
Input – Fixed mouse sensitivity appearing as incorrect value on first open of Input menu settings.
Input – Adjusted mouse smoothness default to 0.2.
UI – Fixed scaling for different aspect ratios to scale proportionally to any resolution now.
UI – Started cleaning up and optimizing hierarchy to reduce draw calls.
UI – Fixed various formatting mistakes.
Raft – Fixed jittery raft when paddling.
Ocean – Fixed foam lighting error with additional lights.


WIP and New Content

Unity – Upgraded to latest version of Unity 5.1!
Ambient Occlusion – New ambient occlusion effect!
Antialiasing – New SMAA algorithm! Changed antialiasing render settings.
UI – New UI design and system! All UI elements have now been converted to Unity 5’s new native UI system.
Steam – Started to add in functionality to support Steam stats and achievements. The “days survived” counter on the main menu should now display correctly after you save the game.
Shadows – Added grass and foliage shadows for “Ultra” quality setting.
Shadows – Increased resolution for “Ultra” quality setting.
Lighting – Moved ambient lighting LUT creation offline.


Known Issues

Ocean – The ocean surface underwater is currently being affected by ambient occlusion.
Foliage – Back faces of bushes and larger trees aren't being lit correctly.

Axios2006
24-07-2015, 08:08
STABLE HOTFIX 0.04.H1

Hi guys,

Hotfix 1 for version 0.04 (0.04.H1) is now live with fixes for users experiencing black menu screens with integrated Intel HD graphics, rafts and a few more listed below.

>>> We forgot to mention this with the last update but make sure you start a new game after the update to 0.04. Please don’t post a bug report until you have started a new game! <<<

Stay Alive!
:: Beam Team
---


0.0.4.H1 CHANGE LOG

Bug Fixes

Menu – Fixed black menu screen for users with integrated Intel HD graphics.
Raft – Fixed raft launching in the air during biome transitions and general stability.
Sea Forts – Fixed a bug with Sea Fort generation.
Sharks – Adjusted shark behaviour to flee from out of reach targets to prevent exploiting on island shorelines.
Options – Changed default graphics settings to ‘Medium’ instead of ‘High’ so users with low-end systems don’t get caught out from not checking their settings.
Ambient Occlusion – Adjusted quality settings for default presets.
World Seed Dialogue – Fixed incorrect input text field character limits for entering a world seed.
Other – Fixed god mode.


Notes

Performance – If you’re having performance issues with the new update, please turn off ‘Ambient Occlusion’. Also, check you’re not using the ‘SMAA’ option under your ‘Antialiasing’ settings. Both of these effects are designed for higher end systems.
UI – Removed OSX Yosemite warning when loading.


Known Issues
Radeon GPUs – We’re aware of a bug that seems to only affect users with Radeon GPU’s running under OSX. This includes garbled textures, black artefacts, flickering lights, etc. We’re looking into this and hope to have it fixed asap.

Axios2006
29-07-2015, 23:15
http://beamteamgames.com/2015/07/29/the-new-stable-build/

Axios2006
16-08-2015, 09:39
Crafting, isole, personaggio http://beamteamgames.com/2015/08/16/16th-august-blog/

andry18
16-08-2015, 10:03
Beh, davvero niente male
Spero riescano ad arrivare ad una versione pressoché finale del gioco in non troppi mesi

Axios2006
01-09-2015, 09:02
http://beamteamgames.com/2015/09/01/1st-september-blog/

Axios2006
08-09-2015, 16:54
Nuova build SPERIMENTALE

http://steamcommunity.com/games/313120/announcements/detail/79166353645023612

Unity 5.2, new ocean system, new terrain system, new building system.

djmatrix619
08-09-2015, 20:10
Aaaalleluia! Alleluia!

Stasera vado in test immediato! Giusto il tempo di cenare e mi immergo!! :cool:

Axios2006
08-09-2015, 20:16
Aaaalleluia! Alleluia!

Stasera vado in test immediato! Giusto il tempo di cenare e mi immergo!! :cool:

Buon test! :)

djmatrix619
08-09-2015, 21:01
Buon test! :)

Grazie! Vi faccio sapere! (in caso non l'abbiate giá fatto) :)

Axios2006
08-09-2015, 21:16
Grazie! Vi faccio sapere! (in caso non l'abbiate giá fatto) :)

Io al momento non ho intenzione di provarlo. Nientre da dire sulla build. Solo che tra real life, 2 giochi nuovi ed una "caccia al bug" sono già al completo.

Attendo qualche info. :)

djmatrix619
08-09-2015, 21:53
Io al momento non ho intenzione di provarlo. Nientre da dire sulla build. Solo che tra real life, 2 giochi nuovi ed una "caccia al bug" sono già al completo.

Attendo qualche info. :)

Ma figurati, io intendevo provare il nuovo oceano e le nuove isole.. per il resto se ne parla tra un paio d'anni! :asd:

Per quanto riguarda alcune delle novitá:

- L'oceano é molto migliorato, decisamente! Ora ci sono anche le onde (piccole) e diversi effetti grafici decisamente gradevoli.

- Le isole grandi sono decisamente migliori di quelle piccole, anche se purtroppo non sono create proceduralmente ma solo "collocate" proceduralmente. Tanto é vero che sono spawnato tra 2 grandi isole uguali tra loro.. spero che questa cosa cambi (era giá lo stesso sistema per le isole piccole, e non mi é mai piaciuto).

Manca ancora tanta ottimizzazione.. ancora troppi bug e glitch. E contenuti.
Siamo ancora indietro qui.. ci vorrá del tempo, molto tempo. :stordita:

Ahimé la seria preoccupazione del destino di questo gioco resta. E pensare che l'ho acquistato senza nemmeno pensarci 2 volte... per quanto mi aveva fatto piacere vedere un gioco come questo.

Stiamo a vedere.. :stordita:

Axios2006
08-09-2015, 22:04
Grazie delle info. :)

Che c'era qualche bel bug lo avevo letto su Steam...

Speriamo bene.

Io oggi ho assistito alla lite via Twitter tra una Devs canadese ed il suo ex collaboratore: gioco previsto per il q3 2012, ad oggi niente. Asset grafici non pagati per 240k $, niente contratti scritti, caccia alle vecchie e-mail, avvocati.... Peccato era un gioco che avrei preso subito se rilasciato.... :(

djmatrix619
08-09-2015, 22:16
Grazie delle info. :)

Che c'era qualche bel bug lo avevo letto su Steam...

Speriamo bene.

Io oggi ho assistito alla lite via Twitter tra una Devs canadese ed il suo ex collaboratore: gioco previsto per il q3 2012, ad oggi niente. Asset grafici non pagati per 240k $, niente contratti scritti, caccia alle vecchie e-mail, avvocati.... Peccato era un gioco che avrei preso subito se rilasciato.... :(

Sisi, piccoli e grandi bug attualmente, ce ne sono diversi.. ma mi preoccupa il resto piú che quelli. :)

Ho messo alcuni screenshot su Steam se qualcuno fosse interessato.. niente di ché ma meglio di niente :)

Assurda la storia dei devs.. alcuni hanno perso proprio la ragione.. :stordita: , che gioco era?

Axios2006
10-09-2015, 01:42
32 min di video della patch sperimentale: https://youtu.be/Od8BUoMbXqo

Axios2006
11-09-2015, 09:44
EXPERIMENTAL HOTFIX 0.05.E2


http://steamcommunity.com/games/313120/announcements/detail/78040850298020793

Axios2006
19-09-2015, 12:58
18TH SEPTEMBER BLOG – NEW TERRAIN, NEW OCEAN, NEW BUILDING

So we recently updated the experimental branch with a new build and it might look a little different than the last —

It’s Stranded Deep… just bigger and better!

There’s been some pretty big changes with a lot of the features we’ve been talking about starting to be introduced like the new ocean, terrain and building system. It is on the experimental branch so keep in mind that a lot of the features aren’t fully incorporated or optimised!

Ocean

The new ocean is probably the first thing that is noticeably different when you start a new game. It’s already looking great, but we still have a bit to do to integrate it better (removing some artefacts, optimising for different systems, etc) but when it’s finished it should easily look and perform better than the previous system. We’ve started integrating the ocean with the player movement and rafts as well which definitely adds to the experience of being stuck in open ocean in a little life raft. We appreciate that some people might get a bit motion sick so we’ve added an options slider for the effect. Eventually we’ll incorporate more gameplay elements like drowning that will make it hard to traverse open water, necessitating ‘vehicles’ like rubber and wooden rafts, life preservers, boats, etc. On that note – the raft mechanics are currently being revamped so there might be a few glitches before we push the new mechanics.

Terrain

The terrain system has had a complete rework for the recent update. We’ve been torn between procedural generation and hand-crafted world design so we came up with a solution to combine the two. The new terrain system is split up into ‘zones’ where each zone has a biome with parameters that can be procedurally generated at run time or hand-crafted and loaded from disk… or a mixture of both. For now you start on a hand-crafted starting island which is mainly just a tester for all our new game elements. Eventually this starting zone, and many others will be detailed out by a level designer. The idea is to have the community involved with this process as well by allowing you to make your own custom map zones to share. You’ll be able to download any community created zones and add them to your custom world like a jigsaw puzzle. In-between these hand-crafted zones are ‘resource’ islands which are completely procedural like you’ve seen previously but are now up to 4x the size. Yay! All these changes meant reworking almost all the game mechanics.

Building

The crafting and building system is also getting a huge rework. The new building part of the system has been introduced with the latest build. It’s in a very early stage, but it’s already incorporating new features like structural integrity and destruction. These features will be integrated more fully as the system progresses. The building pieces are just simple block-outs for now while we finalise the designs and how it will all work together with different material tiers. The building side of the crafting system is also running on the newer system while the crafting side is stuck on the old system. The ‘floating camp-fire’ bug is a casualty of the new crafting system being midway. We’re also working on a new crafting interface as part of the new system. The current menu system does not fit the new system well with placing panels and building parts so we’re sorting something out asap. There’s a bit to add and clean up with the new building system, but once it’s sorted the move to customisable rafts also shouldn’t be much of a problem.

Character

https://beamteamgames.files.wordpress.com/2015/09/character-model-21.jpg

The character model is coming along nicely and is nearly finished. Tito’s done some great work. and we’ve added a close up shot so you get an idea of the attention to detail that he’s putting into it. It should be finished in the next few days and then it’s animating time!

Character Model 2 eyes

https://beamteamgames.files.wordpress.com/2015/09/eyes.jpg

Others

We’ve also got lots of little bits and pieces going on the side. One little piece is new snakes —

https://beamteamgames.files.wordpress.com/2015/09/snakeprogress11.jpg

https://beamteamgames.files.wordpress.com/2015/09/snakeprogress21.jpg

These are all animated and are looking great. We’ve also got new rocks in the works, new building parts for different tiers, shipping containers, tarps, etc.


Right now we’re working on integrating the new map editor and getting the new crafting side of the crafting system incorporated.
So that’s it for this week :) If we hadn’t mentioned it enough, there’s been a lot of big changes most of which meant we’ve had to pull the game to pieces and rework every system or create new ones and we’re still in the middle of it all.
But overall, the latest update and this build is a huge leap in the right direction for us and Stranded Deep.



Stay Alive!
:: Beam Team



We’ve included the change log in this blog post as it was too big for the Steam announcement page!

0.05.E1 CHANGE LOG

Bug Fixes

Culling – Fixed a small error with too many layers being excluded from lights culling masks that may have contributed to graphical errors on AMD/ATI cards.
UI – Added tooltip functionality for settings selection.
UI – Fixed scrollbar in graphics options menu displaying incorrectly.
UI – The position for the World seed dialogues input caret and highlighting was incorrect. This has been fixed internally with the upgrade to Unity 5.2.
Ocean – Fixed ambient occlusion writing over ocean surface underwater.
Crafting Triggers – Fixed errors with objects not leaving collections. This was also causing crafted items to not ‘appear’ where they should have.
Crafting Triggers – Optimised triggering algorithm and trigger collider types.


Changes

UI – Removed settings dialogue on start. All game settings, including resolution, are now made through the in-game options menu
Terrain – Improved terrain loading times. Zones are generated on startup to reduce runtime generation and biome transition hiccups.
Terrain – Improved grass and small plant models for the follow spawn system.
Building – Changed building mode color to blue.. again!
Saving – Saving system has been reworked to incorporate the new terrain and building system.
Trees – Improved large tree mesh normal. Overall better looking trees.
Player – Improved moving platform detection for objects like rafts, should see less jitteriness and less likelihood of falling off rafts during biome transitions.
Removed – Palm tree cutting. You now collect wood from small trees and drift wood. Other cutting trees will be added in a future update.
Removed – World re-centering. Transitions between biomes should now be much smoother.


New Content
New Systems

Terrain – New terrain system! The new terrain system has large Islands, handcrafted zones, procedural content, and more! The terrain system has been rewritten to support biome zones with much more detail. Zones now allow for large island either hand crafted or procedurally generated. The world is currently limited to a size of 5×3 biomes but will expand as the system progresses.
Ceto – New ocean system! This will be in the “work in progress” stage for a while as it continues being worked on by the developer and incorporated by us.
Caustics – Improved caustics. The switch to Ceto allowed us to rework the caustic system and incorporate our original caustics again which are more fluid and dynamic.
Tides – A simple semi-diurnal tide system has been implemented. This will have more impact when buoyancy and currents have been fully implemented.
Building – New building system! This system is in very early days. Only the lowest building material tier is available to build with for now. All building pieces are placeholders.
Building pieces also have a basic structural support mechanic implemented:
– Roofs and floors need a foundation with two walls to support the next level.
– Foundations, floors and roofs can support one ‘tile’ out from themselves.
Be careful not to place something where it won’t be supported as you will lose all of your materials! The building combos are all basically a stick.. and if it needs another piece (eg: to build steps you need a foundation and a stick). Hopefully this will help everyone test things quickly.
Building – New destruction gibs! A basic system for gibs has been implemented. This will evolve as the building system progresses.
DirectX 11 – Added DirectX 11 support. This will allow users with capable video cards to run the game under DirectX 11. This will also open the way for DX11 specific optimizations like running the ocean simulation solely on the GPU.
DirectX 9 – Users with DirectX 9 can select the “DirectX 9.0” option on start-up or add “-force-d3d9” to the game’s launch options for a more permanent solution.
Reflection Probes – Users running the game under DirectX 11 will have the new reflection probes. Currently there’s an internal bug stopping probes from rendering correctly under DirectX 9 and OpenGL. The reflection probes only contain the sky at the moment.
Unity – Upgraded to latest version of Unity 5.2. According to the release notes there’s been “CPU side rendering performance optimizations across the board. We’ve seen between 5% and 30% lower CPU cost for rendering, depending on the setup.”


New Content

Foliage – New foliage! The new foliage makes better use of our new shaders with translucency, etc.
Foliage – New ceriman plant
Foliage – New banana frond plant
Foliage – New ficus trees, can be harvested for sticks
Foliage – New palm trees
Foliage – New heart-leaf philodendron plant
Rocks – New temporary rocks, cliff models
Drift Wood – Drift wood, harvest driftwood logs from driftwood piles scattered around island shores.
Effects – New HDR tone mapper and eye adaptation. The new tone mapper is much better quality than the previous built-in tone mapping we were using.
Effects – New ‘Motion Blur’ effect. This is only recommended for higher end systems.
Effects – New ‘Depth of Field’ effect. This is only recommended for higher end systems.


Known Issues

OSX – There is a bug at the moment where wave overlays aren’t applying properly under OpenGL. This affects foam, shore fading, etc.
Ambient Occlusion – We’ve started seeing some weird haloing related to the terrain. We’re looking in to the cause.
Shadows – There are a few visual artefacts related to shadow cascades. We’re looking in to the cause.
Rafts – The rafts are in the middle of a rework. There may be some visual glitches when paddling. Try to stay in the centre of the raft.


Dev Notes

Intro– The intro scene has been removed temporarily.
Atmosphere – Weather has been disabled temporarily.
Crafting Triggers – This system is in the middle of an overhaul. There is a bug where picking up an item in a crafting pile won’t remove itself from the ‘collection’. Drag them away from the pile first before picking it up.
Crafting – Crafted position. The crafting system is also in the middle of an overhaul. Be careful where you choose to craft an item. Craft items in an open space, don’t craft panels on top of stories, etc or they could go flying or get stuck.
Building – There is no collision checking for the building ghosts at the moment. Be careful of placing foundations too close to other foundations (unless they’re snapping together) as it will cause bugs with snapping connectors interfering.
Sea Creatures – None of the sea creatures have been fully integrated with the ocean yet. You may see a few popping through the waves.




0.05.E2 CHANGE LOG
Bug Fixes

– Fixed not starting with your lighter and water bottle.
– Fixed time of day not advancing.
– Fixed large rock collisions on main island.
– Fixed missing mesh for world barriers.
– Fixed sea creatures spawning under new terrain.
– Fixed crashing when dying or quitting to main menu.
– Fixed shipwreck marker bubbles not displaying properly.
– Fixed menu tooltips not resetting when in-game.
– Fixed cloud shadow direction.
– Fixed not being able to damaged steps building piece.
– Fixed detail object spawner not reloading properly.
– Fixed a potential overlapping scenario with saving.
– Fixed ocean artefacts when using binoculars.
– Fixed ocean artefacts when changing field of view in game.
– Fixed terrain generation causing sharp cliff edges.
– Fixed an error when collecting coconuts from trees.
– Fixed some trees not spawning coconuts.
– Fixed shark swimming above ocean.
– Fixed fall damage from waves while on rafts.

Changes
– Added fish system back.
– Added fish trap crafting combo back.
– Added optional ocean rotation for moving platforms.
– Added menu slider for new rotation feature under “Gameplay” section.

New Content
– Added new rocks.

Dev Notes
– SMAA is not working.

Axios2006
11-11-2015, 20:12
LATEST EXPERIMENTAL BUILD 0.05.E3 - NEW MAP AND WORLD EDITOR, CRAFTING MENU AND MORE!

Hi guys,

Build 0.05.E3 is now live with some pretty cool new features!

The latest build features a new map and world editor. You can now create your own maps and use them to create your own custom world. There’s also a community side which we’ll be working on getting up and running shortly. When it’s functional you’ll be able to upload your created maps for the rest of the community to download and use in their own world and vice-versa. Once the new editors are more feature complete we’ll be looking into running some competitions for the best map creations to win some exclusive in-game items or SD merch. Fun stuff :) More details on how to use the new systems are in the change log below.

Another gameplay changer is the new crafting menu. We’ve talked about it in our previous blog posts and we’re starting to implement the new system now. A new system was necessary to allow more advanced crafting and less ‘pile-your-junk-up-and-cross-your-fingers’. The new system gathers any objects within a certain area radius of the player and uses them as available crafting materials. Eventually we’ll incorporate more advanced crafting combinations and even ‘stations’ like looms, furnaces, etc that if they’re within your area radius will appear as additional menu options to craft more advanced items. The building menu and combinations still don’t require a hammer for testing which is only temporary. There’s more details on how to use the new menu in the change log. As always, the visual design of all the new systems and UI are works in progress and will improve and change as we receive player feedback.

One last thing to note, please remember to go into your input settings and reset your controls as more than likely the crouch and crafting keys will be bound together because of some new changes.

Have fun!


Stay Alive!
:: Beam Team
---


0.05.E3 CHANGE LOG

Bug Fixes
- Fixed campfire’s automatically placing in the air. This is still part of a larger WIP.
- Fixed fire particles not displaying properly when loaded back.
- Fixed building objects immediately placing.
- Fixed some causes of incorrect resolution changing and stretching.
- Fixed visual errors caused by depth texture banding.
- Fixed missing SMAA antialiasing shader mentioned in last update.

Changes
- Increased inventory slots from 8 to 15.
- Improved and smoothed ocean raft rotation.
- Improved lighting to add more contrast.
- Changed key bindings so pressing escape will also cancel constructing.
- Changed key bindings for crouching to default to left ‘Control’ key.
- Changed key binding for crafting menu to default to “C” key.
- Changed various UI menu design elements.

New Content

- Added new UI menus!
There’s been a huge amount of work and time spent refactoring a lot of the UI and design for the new features. The biggest changes you’ll notice are the main menus with new menu options.

- Added a new crafting menu!
To open the new crafting menu you can press the crafting menu key which is setup to use the [C] key by default. It will use any items within a certain radius of the player and any items contained in your backpack. The crafting radius is represented in the world by an orange glow around the player. If you select a combination to craft, a popup dialogue will appear listing the materials required and the quantity you have. If you don’t have enough materials, the quantity will display red and the craft button will be disabled.

- Added a new map editor!
The map editor is a new menu option on the main menu. You can now create your own map tiles to use in your game. You can customise the terrain with various brushes and random generators, import your own height maps and add any objects. With the new world editor it will even be possible to create multi-tile large areas if you’re really keen. We’ll be adding a lot more content and themed packs for this system as things progress.
In the next update we’ll also include procedural slope texturing for mountains and cliffs. We hit a wall with how much we could pack into the terrain shader and didn’t have enough time to refactor for this release.

- Added a new world editor!
The new world editor appears when you click the new “My Game” menu option from the main menu. You’ll see a world map of map tiles and a list of available maps. On the first start you’ll be asked to create a new world. When you create a new world, it will fill your world with procedural maps (like it always has behind the scenes). You now have the option to assign your own maps to any zone in the world to create your own custom world and experience.
The world map displays the world you’ll be using for the game, whether it’s a new game or a saved game. If you ever want to start a completely new game with a new world, click “Create New World” and a new world will be generated.
One of the benefits of this new system is that if you’ve invested several hours into your current game but you’re getting a bit bored, you can add another map into your world, or download the latest community maps without losing your progress. The only progress lost is any objects saved in that zone.
Hopefully that’s enough to get you started, but we’ll be writing up a more complete documentation on how to use all the features soon.

Dev Notes
- Upgraded to latest Unity version 5.2.2.

Axios2006
25-11-2015, 13:53
LATEST EXPERIMENTAL BUILD 0.05.E6 - LOTS OF NEW BUILDING CONTENT!

Hi guys,

We've just pushed a huge update onto the experimental branch. The new 0.05.E6 build features a lot of new building content, a better functioning crafting menu and more!

There’s a tonne of new content for the building system this update. The new building system has reached a point where it’s stable enough that we can safely add more content. There’s 7 new building tiers to play with and various new scrap pieces needed to build them from. As in the previous experimental builds, the materials required for the combos are very low for testing purposes. Please note that the building system still isn’t 100% complete and is missing important features like collision detection so be careful where you place things. Creating roof’s with the wall combo is also only temporary and will be split out into its own dynamic system shortly.

The crafting menu has also progressed and is more functional, displaying the various possible combinations and their materials per category. All of the icons and preview graphics are all temporary until we work out something better. Now that we have introduced the new crafting menu, we’ll also be creating a “Quick Craft” menu similar to the old crafting popup menu in a future build. This will allow the best of both worlds – quick crafting by popup when needed and the menu for long-term planning.

We’ve also changed the full screen mode on Windows systems to run as dedicated full screen. Let us know if you have any problems, but this change should help performance for users with SLI/Crossfire setups.

If all goes well with this build, we’ll be taking a quick optimising pass over it and hopefully releasing it onto the stable branch in a week or two :)

Have fun!

Stay Alive!
:: Beam Team
---


BUG FIXES
- Fixed fish having incorrect height bounds with new ocean.
- Fixed fish not entering and exiting polling mode correctly resulting in low numbers.
- Fixed building objects creating new instances of their mesh.
- Fixed campfire not snapping to terrain while placing.
- Fixed low generation of potatoes and shipwrecks.
- Fixed using held item when confirming crafting.

- Map Editor: Fixed instances of pooled game objects being visible under terrain.
- Map Editor: Fixed underwater fog not turning off when toggling ocean visibility.


CHANGES
- Improved performance for SLI/Crossfire systems.
- Improved visuals for distant islands (Still a large work in progress).
- Improved opening and closing the crafting menu by toggling with the crafting menu key.
- Improved visibility of menu cursor icon.
- Increased shadow strength for more contrast.


DEV NOTES
- New prefab manager for this build.
- New crafting combination manager for this build.
- New icon and sprite manager for this build.


NEW CONTENT

- Added better Crafting Menu!
The new crafting menus have progressed further and now display the various combinations for a category and the materials required to craft. The scrolling views on the crafting tab is temporary, as are the icons and preview images.

- Added a new building tier – Driftwood!
- Added Driftwood Foundation building part.
- Added Driftwood Floor building part.
- Added Driftwood Panel building part.
- Added Driftwood Panel Caps building part.

- Added a new building tier – Wood!
- Added Wood Foundation building part.
- Added Wood Floor building part.
- Added Wood Panel building part.
- Added Wood Panel Caps building part.

- Added a new building tier – Plank!
- Added Plank Foundation building part.
- Added Plank Floor building part.
- Added Plank Panel building part.
- Added Plank Panel Caps building part.

- Added a new building tier – Steel!
- Added Steel Foundation building part.
- Added Steel Floor building part.
- Added Steel Panel building part.
- Added Steel Panel Caps building part.

- Added a new building tier – Corrugated!
- Added Corrugated Foundation building part.
- Added Corrugated Floor building part.
- Added Corrugated Panel building part.
- Added Corrugated Panel Caps building part.

- Added a new building tier – Cloth/Tarp!
- Added Tarp Panel building part.
- Added Tarp Panel Caps building part.

- Added a new building tier – Container!
- Added Shipping Container Panel building part.

- Added a new Salvage part – Shipping Container!
- Added a new Salvage part – Steel Scrap!
- Added a new Salvage part – Corrugated Scrap!
- Added a new Salvage part – Plank Scrap!

- Map Editor: Added hotkeys and key binding for camera movement.
- Map Editor: Added hotkeys and key binding for positioning.
- Map Editor: Added hotkeys and key binding for rotating.
- Map Editor: Added hotkeys and key binding for focusing.
- Map Editor: Added hotkeys and key binding for cloning objects.
- Map Editor: Added hotkeys and key binding for deleting objects.

Axios2006
02-12-2015, 09:34
EXPERIMENTAL BUILD 0.05.E8

Hi guys,

This patch is only for the experimental branch and does not affect those on the stable branch. The new stable branch is coming very soon!

Experimental version 0.05.E8 is now live. This update is a small one to consolidate and finalize the new building functionality before it’s released on the stable branch in the next few days.

There’s been a few changes and improvements to the building system with this build. We removed the requirement to craft panels before crafting walls. It was more complicated than it needed to be and was really only to keep the functionality the same for salvageable panels. Now it’s back to how it used to be – walls will list their materials required, whether that be sticks and rocks or a container panel. There’s also been a lot of refining and constraints added to the building. Wall placement has been improved. Building pieces now have proper collision detection. Buildings are also “structure” based now and you can’t place another structure too close to another. See the change log for more info.

It’s also worth mentioning that now we’ve got the base of some core features implemented, we’ll be putting the experimental branch on the backburner and focusing on the stable branch again. If you weren’t aware, the experimental branch is for times when we’re implementing and experimenting with new systems that are changing every day. At this point, the new terrain, ocean and building system are stable enough that we can move forward on the stable branch. But don’t let the “Stable” connotation trick you – this is Early Access and there will still be some bugs!

Have fun!

Stay Alive!
:: Beam Team
---


BUG FIXES
- Fixed visual glitches when snapping building pieces.
- Fixed building pieces being able to snap in the wrong position.
- Fixed an issue with cameras using different culling methods.
- Fixed missing Depth of Field shader.
- Fixed player sticking to climbable trees unintentionally.
- Fixed player randomly sticking to colliders.
- Fixed player’s velocity going up slopes too fast.
- Fixed player error calculating collisions with various meshes.
- Fixed an issue with sharks spawning at wrong positions and being destroyed.

CHANGES
- Changed culling distances for various layers – particles, objects, animals, etc.
- Adjusted Palm Tree’s level of detail.
- Adjusted Rock’s level of detail.
- Changed Stick model to suit new wood tier.
- Removed the requirement to craft panels before crafting walls.
- Improved Wall placement.
- Improved underwater visibility and colouring.
- Added Whales back into generation.
- Added Palm tree climbing again.
- Reduced the player collider radius to avoid getting stuck in tight places.

NEW CONTENT
- Added Wood Steps building part!
- Added “Translucency” option to graphics menu to toggle cloth and foliage translucency.
- Added Speedtree and billboard support to Ficus trees
- Added Tree harvesting particles
- Added leaf particles to trees.
- Map Editor: Added Dash fast camera movement hotkey.

- Added Building Collisions and Structure Boundaries!
When you place a foundation that will start a new ‘structure’. Any other building pieces that you add onto that foundation (more foundations, panels, multiple storeys, etc) will become a part of that structure. You can’t place a structure too close to another structure. You will find that you need a small distance between foundations, unless you're snapping a foundation to an existing foundation.

DEV NOTES
- The ocean has some issues running under OpenGL (Mac users!) For now there is no shore fading or refraction masking, but the ocean appearing as a "blue blob" has been fixed.

djmatrix619
02-12-2015, 11:23
Caspita si sono svegliati dal lungo sonno? Ultimamente sono piuttosto attivi..

Ieri l'ho provato ed era ingiocabile. Speriamo questa release sa migliore.

Axios2006
07-12-2015, 08:30
STABLE BUILD 0.06 - NEW OCEAN, CRAFTING, BUILDING AND MORE!

Hi guys,

The latest stable build 0.06 has just been released!

There’s a tonne of new stuff in this build - a new ocean system, new terrain system, new crafting and building system, building tiers and destruction, map editor, new menus, the list goes on! Unfortunately, due to Steam's word limit on posts we can't include all the details here and have had to cut the description of some huge changes and systems down to one liners, but if you want more details on a new feature, chances are we've covered it in previous patch notes, or just ask on the forums :)

Now we've got the base of some core features implemented, we’ll be putting the experimental branch on the back-burner and focusing on the stable branch again. The experimental branch is for times when we’re experimenting with new systems that are changing and breaking every day. At this point, the new terrain, ocean and building system are stable enough that we can move forward on the stable branch. But with that said, don’t let the “stable” connotation trick you – this is Early Access and there will still be some bugs!

Also, don't forget to reset your key bindings as the crafting menu and crouch keys will more than likely be bound together!

Have fun!

Stay Alive!
:: Beam Team
---

BUG FIXES
- Fixed a large bug since initial release with large object collections reducing FPS dramatically.
- Fixed visual errors caused by depth texture banding.
- Fixed an issue with cameras using different culling methods.
- Fixed an issue with sharks spawning at wrong positions and being destroyed.
- Fixed a selected object staying highlighted if “Item Highlighting” turned off.
- Fixed world seed dialogue’s input field not auto-highlighting.
- Fixed fish not entering and exiting polling mode correctly resulting in low numbers.
- Fixed using held item when confirming crafting.
- Fixed low generation of potatoes and shipwrecks.
- Fixed a bug where crosshair options were not taking effect.
- Fixed the scrollbar in graphics options menu displaying incorrectly.

CHANGES
- Added building combination descriptions.
- Added optional ocean rotation for moving platforms.
- Added menu slider for new rotation feature under “Gameplay” section.
- Added tooltip functionality for settings selection in options menu.
- Added large trees to procedurally generated islands.
- Adjusted Palm Tree’s level of detail.
- Adjusted Rock’s level of detail.
- Adjusted player walking speed from 3 to 4
- Adjusted player sprint speed from 5 to 6.5
- Adjusted player crouch speed from 1.5 to 2
- Adjusted player jump height from 4 to 5
- Changed placing distances for various crafting items.
- Changed Stick model to suit new wood tier.
- Changed culling distances for various layers – particles, objects, animals, etc.
- Changed various UI menu design elements.
- Changed key bindings so pressing escape will also cancel constructing.
- Changed key bindings for crouching to default to left ‘Control’ key.
- Changed key binding for crafting menu to default to “C” key.
- Improved performance for SLI/Crossfire systems.
- Improved visuals for distant islands (Still a large work in progress).
- Improved visibility of menu cursor icon.
- Improved ambient lighting.
- Improved lighting to add more contrast.
- Improved terrain loading times.
- Improved grass and small plant models for the follow spawn system.
- Increased shadow strength for more contrast.
- Increased inventory slots from 8 to 15.
- Removed materials re-appearing in front of you when cancelling a construction.
- Removed settings dialogue on start. All game settings, including resolution, are now made through the in-game options menu


NEW CONTENT

- Added new UI menus!
- Added new Crafting Menu!
- Added new Map Editor!
- Added new World Editor!

- Added new Terrain System!

- Added new Ocean System!
- Added better Caustics!
- Added Tides!

- Added new Building System!
- Added new Building Structural Support!
- Added Building Collisions and Structure Boundaries!
- Added new Destruction Gibs!

- Added DirectX 11 Support!
- Added new DirectX 9 starting option!
- Added new Reflection Probes for DX11!
- Added new HDR Tone Mapping effect!
- Added new HDR Eye Adaptation effect!
- Added new Motion Blur effect!
- Added new Depth of Field effect!

- Added new Rocks!
- Added new Cliff Rocks!

- Added new Ceriman Plant!
- Added new Banana Frond Plant!
- Added new Philodendron Plant!
- Added new Ficus Trees!
- Added new Palm Trees!
- Added Tree harvesting particles.
- Added Speedtree and billboard support to Ficus trees
- Added Translucency option to graphics menu to toggle cloth and foliage translucency.

- Added a new building tier – Driftwood!
- Added new Drift Wood resource!
- Added Driftwood Foundation building part.
- Added Driftwood Floor building part.
- Added Driftwood Panel building part.
- Added Driftwood Panel Caps building part.

- Added a new building tier – Wood!
- Added Wood Foundation building part.
- Added Wood Floor building part.
- Added Wood Panel building part.
- Added Wood Panel Caps building part.

- Added a new building tier – Plank!
- Added Plank Foundation building part.
- Added Plank Floor building part.
- Added Plank Panel building part.
- Added Plank Panel Caps building part.

- Added a new building tier – Steel!
- Added Steel Foundation building part.
- Added Steel Floor building part.
- Added Steel Panel building part.
- Added Steel Panel Caps building part.

- Added a new building tier – Corrugated!
- Added Corrugated Foundation building part.
- Added Corrugated Floor building part.
- Added Corrugated Panel building part.
- Added Corrugated Panel Caps building part.

- Added a new building tier – Cloth/Tarp!
- Added Tarp Panel building part.
- Added Tarp Panel Caps building part.

- Added a new building tier – Container!
- Added Shipping Container Panel building part.

- Added a new Salvage part – Shipping Container!
- Added a new Salvage part – Steel Scrap!
- Added a new Salvage part – Corrugated Scrap!
- Added a new Salvage part – Plank Scrap!

Axios2006
15-12-2015, 07:58
UPDATE 0.07!

Hi guys,

The latest build 0.07 has just been released!

This build features an extension to the building system with triangular shaped foundations and floors! It's a handy little piece of geometry that will let you build a much more unique structure than a square box :) You can also now find doors on shipping containers, with doors for the other tiers making a return in the next build.

We’re also working on a new billboard system so please forgive it if things pop in and out at weird times or too soon at the moment.

Have fun!

Stay Alive!
:: Beam Team
---


BUG FIXES
- Fixed a possible cause of the game not falling back to DirectX 9 when DirectX 11 not supported.
- Fixed artefacts from tree billboards not facing camera properly in depth texture.
- Fixed ficus tree and tree billboards rotations not matching.
- Fixed displaying name on rocks.
- Fixed wall’s placing with incorrect orientation.
- Fixed white spots on terrain.
- Fixed footstep sounds.

CHANGES
- Improved feedback when trying to destroy a building piece that can’t be destroyed.
- Improved sun rendering and colouring.
- Removed ‘Depth of Field’ effect temporarily.
- Increased Tiger Shark’s per zone from 3 to 4.
- Increased Great White Shark’s per zone from 3 to 4.

NEW CONTENT

- Added Shipping Container Door building part!

- Added new building category – Wedge Foundations!
- Added Driftwood Wedge Foundation building part!
- Added Wood Wedge Foundation building part!
- Added Plank Wedge Foundation building part!
- Added Corrugated Wedge Foundation building part!
- Added Steel Wedge Foundation building part!

- Added new building category – Wedge Floors!
- Added Driftwood Wedge Floor building part!
- Added Wood Wedge Floor building part!
- Added Plank Wedge Floor building part!
- Added Corrugated Wedge Floor building part!
- Added Steel Wedge Floor building part!

- Added Driftwood Steps building part!
- Added Plank Steps building part!
- Added Corrugated Steps building part!
- Added Steel Steps building part!

xbrok3nx7
15-12-2015, 11:43
Esiste anche la visuale in terza persona? C'è la possibilità di giocare con amici online (anche tipo con hamachi intendo)?

Inviato dal mio GT-I9060 utilizzando Tapatalk

Axios2006
15-12-2015, 17:28
Esiste anche la visuale in terza persona? C'è la possibilità di giocare con amici online (anche tipo con hamachi intendo)?

Inviato dal mio GT-I9060 utilizzando Tapatalk

Niente visuale in terza persona.

Il multiplayer è nella roadmap ma non è considerato prioritario. Probabilmente a gioco completo.

xbrok3nx7
15-12-2015, 17:52
Niente visuale in terza persona.

Il multiplayer è nella roadmap ma non è considerato prioritario. Probabilmente a gioco completo.
ok grazie :D

Axios2006
15-12-2015, 17:54
ok grazie :D

Prego. :)

Axios2006
16-12-2015, 08:22
Guida alle nuove costruzioni: http://steamcommunity.com/sharedfiles/filedetails/?id=575451899

Axios2006
23-12-2015, 12:26
0.07.H1 HOTFIX

Hi guys,

A hotfix for version 0.07 (0.07.H1) is now live with a fix for some bugs related to the bucket and crabs. We've also restored the weather and added a temporary wooden raft that you can craft through the foundation panel for now until the new raft system is completed.

Happy holidays!

Stay Alive!
:: Beam Team
---


BUG FIXES
- Fixed not being able to refill water bottle from a bucket of fresh water after reloading.
- Fixed water mesh in buckets being on an incorrect rendering layer.
- Fixed crabs respawning when re-entering zones.
- Fixed translucency quality option not updating when opening options menu.

CHANGES
- Restored weather.
- Added a temporary wooden raft until the new raft system is completed.
- Changed foundations to no longer collide with terrain rocks, etc.
- Adjusted default ocean wave intensity from 10 to 8.
- Adjusted default ocean rotation effect from 1.0 to 0.25

MarcoGenova
26-12-2015, 11:06
Qualcuno sa se é previsto l'online? I Devs ne hanno mai parlato?

djmatrix619
26-12-2015, 11:12
Qualcuno sa se é previsto l'online? I Devs ne hanno mai parlato?

Si, è prevista l'implementazione di modalità online, ma non si ha una data precisa di questa.

Darrosquall
26-12-2015, 11:14
ci sono sempre e solo isolette?

djmatrix619
26-12-2015, 11:16
ci sono sempre e solo isolette?

Anche isole più grandi da un pò.

Darrosquall
26-12-2015, 12:39
buono, però io mi aspettavo un gioco diverso quando lo presi, visto che era stato presentato come il gioco non ufficiale di cast away :D vorrei proprio un'isola vera a dimensioni normali, in cui passare l'intera partita, craftata per bene se è possibile, non procedurale.

djmatrix619
26-12-2015, 17:43
buono, però io mi aspettavo un gioco diverso quando lo presi, visto che era stato presentato come il gioco non ufficiale di cast away :D vorrei proprio un'isola vera a dimensioni normali, in cui passare l'intera partita, craftata per bene se è possibile, non procedurale.

A me il fatto che sia procedurale mi va più che bene.
Diciamo che mi ha deluso comunque in ogni caso. Mi aspettavo di più.. ed in tempi più brevi. Tuttavia resto in ascolto.. dopotutto anche Project Zomboid, step by step, si sta migliorando a distanza di un tempo enorme..... (meglio che niente!).

Axios2006
12-01-2016, 08:50
UPDATE 0.08! DOORS, WINDOWS AND MORE!

Hi guys,

The latest build 0.08 has just been released!

This build features more extensions to the building system with new doors, arches, windows and half-walls! There's new pieces for each building tier, totalling 20 new pieces. It's worth mentioning that there's been some refactoring of our building system's connector code to allow it to be completely universal to support the new raft system coming soon, so there's a possibility that your existing saved structures might load back inccorectly. Please try replicating any bugs on a new structure before posting them. There's also been some performance tweaks that should improve performance for systems with lower-end CPUs.

Have fun!

Stay Alive!
:: Beam Team
---


BUG FIXES
- Fixed visual artefacts with distant objects appearing in ocean refractions.
- Fixed adaptive tone mapping buffer increasing triangle count by ~100k.
- Fixed visual artefacts in building placing shader.
- Fixed lighting artefacts on ocean when using a torch.
- Fixed building wall rotation being flipped 180 degrees.

CHANGES
- Increased performance by significantly decreasing draw calls.
- Reduced terrain mesh popping from over-aggressive tessellation.
- Optimized ocean overlays for non-islands biomes.
- Improved entire Corrugated building tier appearance.
- Improved Wood tier's wall caps appearance.
- Removed ability to place walls as roof panels for now (use floors instead).

NEW CONTENT
- Added Driftwood Steps building part!
- Added new building category – Half Walls!
- Added Driftwood Half Wall building part.
- Added Wood Half Wall building part.
- Added Plank Half Wall building part.
- Added Corrugated Half Wall building part.
- Added Steel Half Wall building part.

- Added new building category – Arches!
- Added Driftwood Arch building part.
- Added Wood Arch building part.
- Added Plank Arch building part.
- Added Corrugated Arch building part.
- Added Steel Arch building part.

- Added new building category – Doors!
- Added Driftwood Door building part.
- Added Wood Door building part.
- Added Plank Door building part.
- Added Corrugated Door building part.
- Added Steel Door building part.

- Added new building category – Windows!
- Added Driftwood Window building part.
- Added Wood Window building part.
- Added Plank Window building part.
- Added Corrugated Window building part.
- Added Steel Window building part.

DEV NOTES
- Upgraded to latest Steam SDK 1.35.
- Upgraded Steam API for Steam SDK 1.35.



----------------------------------

Sara' che stamattina ho il dente avvelenato verso i videogames, ma le meccaniche survival? Stranded Deep che sta diventando, un The Sims dei naufraghi? Un clone di The Forest? Troppa importanza a costruire il rifugio di classe.... The Long Dark e Subnautica restano anni luce avanti....

Axios2006
24-01-2016, 09:09
UPDATE 0.09! NEW RAFT BUILDING!

Hi everyone,

The latest stable build 0.09 has just been released!

This update introduces the new raft building system! You’re no longer stuck with just your yellow life raft or a small wood square! You can now create your own unique rafts from the existing materials and new scrap materials added in this update. The new rafts significantly increase your ability to explore and even scavenge more parts to add to your floating creation. Motors are also back with the introduction of a new vehicle system. All “vehicles” like sails, motors and even the life raft use this new mechanic. See the patch notes for more specifics on how to use all these new systems.

There is one small issue with the ocean in this build that we’re aware of. Now that you can freely traverse open waters it has highlighted a visual artefact with the ocean - While you’re sailing you may see some “wobbles” in the ocean. We’re aware of this and working on getting it sorted asap.

Have fun on the high seas :)

Stay Alive!
Beam Team
--


BUG FIXES
- Fixed no height limit on foundation building pieces.
- Fixed a bug preventing you from exiting the options menu in the map editor.
- Fixed a bug with lanterns activating other lanterns materials.
- Fixed a bug affecting lanterns when destroyed.
- Fixed a bug affecting sharks when destroyed.
- Fixed incorrect ocean tide level.
- Fixed shipwreck loot containers being spawned 100% time.
- Fixed problems with sharks having difficulty locating player.

CHANGES
- Improved error testing and reporting for invalid or corrupt world and map folder structures.
- Improved speed of save file validation significantly.
- Changed life raft functionality to incorporate new vehicle system mechanics.
- Changed plant harvesting to no longer display real time growth as too confusing for players.
- Added preview images for new pieces to crafting menu.
- Added more complete descriptions for building pieces to crafting menu.
- Reversed combination’s materials required and available order in crafting menu.
- Added new Decal system.
- Added new Yucca plant model.
- Added individual driftwood log pieces to terrain generation.

NEW CONTENT

- Added new Raft Building system!
This update introduces the first iteration of the new raft building system. The new rafts are constructed from three components - a Raft Base, a Raft Floor and a Vehicle. You first need to construct a floating Raft Base with the various buoyant scrap you can find. A Raft Floor can then be added on top of the Raft Base, from which any Vehicle can be attached to. The raft system functions in a very similar way to the normal building system - snapping the different components together. There is no limit on raft size at the moment, but be aware that the buoyancy is only calculated for a certain number of points across the raft’s dimensions for performance considerations, so very large rafts may lose some accuracy. As the system’s development continues, we’ll be adding more extensions like canopies and storage containers to carry items more reliably on your raft.

- Added new Vehicle system!
Vehicles are objects that you can interact with (like you would to open a container for eg) to begin operating them. In general, vehicles are controlled with the WASD keys. There can be slight variations depending on the type of vehicle. Vehicles with a rudder or sail are controlled normally with the WASD keys, however the life raft in particular is controlled by moving forward with the W key and looking in the direction you want to paddle. We will be fine tuning the different vehicle characteristics and benefits as development continues

It’s worth mentioning that the life raft is also missing the paddling animation, but this will come back when the player model is incorporated soon.

- Added new building category – Raft Bases!
- Added Wood Bundle Raft Base building part.
- Added Tyres Raft Base building part.
- Added Barrels Raft Base building part.
- Added Buoy Balls Raft Base building part.

- Added new building category – Raft Floors!
- Added Driftwood Raft Floor building part.
- Added Wood Raft Floor building part.
- Added Plank Raft Floor building part.
- Added Corrugated Raft Floor building part.
- Added Steel Raft Floor building part.

- Added new building category – Vehicles!
- Added Tarp Sail vehicle.
- Added Boat Motor vehicle.

- Added Tyre building material.
- Added Tyre Pile salvageable scrap.
- Added Barrel building material.
- Added Barrel Pile salvageable scrap.
- Added Buoy Ball building material.
- Added Buoy Ball Pile salvageable scrap.

Axios2006
18-02-2016, 23:42
UPDATE 0.10! NEW FARMING AND PLAYER!

Hi everyone,

The latest stable build 0.10 has just been released!

There’s some big new features in this update along with a few important bug fixes and a lot of little tweaks and new things!

This update introduces the new Farming System! You can now plant and grow your very own harvestable crops. There's two new fruit trees that you can collect and plant, with more on the way! Food spoiling has also been included so you will really need to plan what you’re going to do instead of stock-piling and hoarding massive piles of food. See the patch notes for more info.

Also the new Player Character is included in this build. It's just the basics for now while we sort out the intricacies of how the player is going to interact with items and other creatures, but it's nice to not be a pair of floating arms anymore :)

There’s an important fix for users running Intel Iris and some ATI graphics cards experiencing the “black spots/tv” artefacts on items, trees and the terrain. The lighting for foliage has also been improved for lower-end systems that need to disable shadows. Foliage translucency is attenuated by shadows, so if shadows were disabled they would appear fully translucent and overly bright green.

We've added quality settings for the Ocean which should help users with lower systems until we get to do a proper optimising pass on the ocean.

We've also added an extra branch for the players who liked the older 0.04 version. This will also help players with systems on the lower fringes of the minimum system requirements as we're aware that the current build is not as optimised as it could be for now while we focus on getting content into the game. However, please do not post any bug reports or start topics on the forum as this is an outdated branch.

Have fun :)

Stay Alive!
Beam Team
--

BUG FIXES
- Fixed “Black spot/TV” artefacts on items, terrain and foliage for users running Intel Iris and some ATI graphics cards.
- Fixed “wobbly” ocean visual artefacts.
- Fixed “horizon line” visual artefact in fog.
- Fixed being able to place camp fires underwater.
- Fixed player crouch toggle sticking sometimes.
- Fixed player not being able disengage tree/ladder when near ground.
- Fixed drowning damage UI causing artefacts.
- Fixed Crabs stacking on each other and not moving.

CHANGES
- Added quality settings for ocean.
- Added food spoiling.
- Added Quwawa plant to general terrain generation.
- Added Kura plant to general terrain generation.
- Added Palm Tree chopping again.
- Changed building to require a Hammer again.
- Changed farming to require a Hoe.
- Changed Vehicle placement to function like steps (snap to 90 degree angles).
- Changed highlighting visuals.
- Changed translucency to disable when shadows are disabled to prevent foliage from looking over bright.
- Changed Watch to give alerts only when the health stat is critical.
- Improved Rope model to stand out more.
- Improved terrain grass.

NEW CONTENT

- Added new Player Character!

- Added new Farming System!
This update introduces the first iteration of the new farming system. There’s two plants for starters, the Quwawa and Kura plant. There’s a lot more on the way and each one has been planned with a specific purpose to affect your health or abilities in the future.

To be able to plant crops, you need the new Hoe item. When you have the Hoe equipped you can construct a Farming Plot from the Farming section of the crafting menu. You can interact with a Farming Plot to plant the fruit of the Quwawa and Kura plants and begin growing your very own harvestable plants. Plants need to be watered with fresh water every few game days and will take a few days to grow. Even when matured, plants will die if they’re not watered within a 2 game day period. There is a temporary UI at the moment to provide you with some level of feedback for when a plant needs water. If a crop dies, you will need to clear it with the Hoe before planting another crop. If a crop has grown fruit before it died, the fruit will remain behind and will be spoiled. You cannot eat spoiled fruit without being sick, but you can replant it to try again.

This system also introduces a new universal concept – Things that are Yellow are safe to eat or could be used medicinally.

- Added new Hoe item.

- Added new Quwawa farming plant!
- Added new Kura farming plant!

DEV NOTES
- New game time and calendar systems.

Axios2006
18-03-2016, 08:38
UPDATE 0.11! NEW SURVIVAL ITEMS AND MORE!


Hi everyone,

The latest stable build 0.11 has just been released!

There’s quite a few new items and gameplay tweaks. This build introduces new saving functionality and gameplay. From now on the only way you can save your progress is via a Shelter or Bed. This means shelter will be one of your biggest priorities when first starting the game.

Vitals have been adjusted and there is now more importance on your thirst. With the increased need for fresh water 2 new items have been added – a Water Still and a Water Collector. A Water Still is useful as a slow but sustainable source of fresh water, where the Water Collector can be used to boil and collect salt water. Along with thirst, a new vital has been added – Sleep. It’s pretty straightforward, you will need to sleep to maintain your sleep vital. If your sleep vital is depleted you will not be able to sprint.

A new way to preserve meats has also been added. A Smoker can be crafted and attached to a Fire Pit to allow you to smoke and preserve meats to prevent them from spoiling. Food that has been smoked will not spoil. It’s important to remember that this can take some time for larger meat. Crabs and Shark meat can take up to 12 hours to smoke so you will need to get them smoking fairly soon after catching so that the meat doesn't spoil before it is smoked.

The starting Water Bottle and Knife have been removed. You will now be required to create a basic Stone Tool to be able to cut down or harvest resources on an island. It’s a pretty rubbish tool but it will allow you to gather resources to create better tools. Drinkable Coconuts can now also be refilled like a Water Bottle, but with a smaller capacity. The Camp Fire’s mechanics have also changed slightly and the details are covered in the patch notes.

Have fun :)

Stay Alive!
Beam Team
--


BUG FIXES
- Fixed literal bugs on Lantern highlighting.
- Fixed Bed sleeping until 12:00am instead of a full 9 hours.
- Fixed billboard lighting not updating after sleeping.
- Fixed Camp Fire particles getting culled incorrectly with different camera angles.
- Fixed a possibility of the loading screen failing to fade out after loading when skipping tutorial.

CHANGES
- Removed starting Knife and Water Bottle.
- Changed Save game functionality to require a Shelter or Bed.
- Added notification hint for Watch functionality.
- Added Thirst and Health reduction while sleeping.

- Adjusted Thirst and Hunger vitals.
Your thirst now depletes in 1 game day and your hunger depletes in 3 game days. When your thirst or hunger has depleted you will begin to loose health. Your health will deteriorate in 24 game hours and when your health is depleted you will die. If thirst and hunger are kept above 70% you will regenerate your health in 24 game hours.

- Changed Coconuts so that only Coconut Half’s spoil.
- Changed Drinkable Coconuts to now be refillable like the Water Bottle.
- Changed Yucca and Potato growth to work off new game time.
- Changed spoiled food to destroy after 5 days when re-entering a zone.
- Added Farming Plots getting watered by rain even if not in same zone.
- Added Buckets getting watered by rain even if not in same zone.
- Added ability to extinguish Camp Fires.
- Converted Camp Fire burning time to operate on new game time.
- Converted Food cooking times to operate on new game time.
- Converted Player Stats and effects to operate on new game time.
- Improved Player item IK movement with camera.
- Improved Camera positioning when looking at Watch.
- Added ability to jump to stop using a Raft.
- Added new Rain sound effect.
- Added new Rain particles.
- Added underwater blur effect.
- Added main menu warnings to detect some systems that don’t meet requirements.
- Optimised reflection probe rendering.

NEW CONTENT

- Added updated Camp Fire!
The Camp Fire has been updated with a new model and mechanics. The mechanics are described in the Crafting Snapping patch notes.

- Added new Shelter craftable item!
This is now one of two ways to save your game. You can choose to sleep or save by interacting with the Shelter.

- Added new Sleep vital!
Your sleep now affects your abilities. For now if you’re running low on sleep you will not be able to sprint.

- Added new Crafting Snapping mechanic.
Some craftable objects now function in a similar way to building. You can build a “base” object which can then be extended with more attachments. A good example of this is the Camp Fire – It can be extended with a Fire Pit. Likewise, the Fire Pit can be extended into a Fire Spit. The Fire Spit can also be extended. This system allows crafting smaller constructions to be more customisable and modular like the building system.

- Added new Solar Fresh Water Still craftable item
You can now craft a Solar Water Still to create fresh water. This is one of only a few ways to procure fresh water in the game and will be vital to your survival. You will need to find the items to create within a day or two after reaching shore. Having a steady fresh water supply will also be needed for farming as salt water will negatively affect the hydration of your plots.

- Added new Fresh Water Collector craftable item
You can now craft a Water Collector. You can create fresh water from this item by boiling sea water and collecting the run-off. A Fire Pit extension is required to place a Water Collector.

- Added new Smoker craftable item!
You can now craft a Smoker that attaches to your Camp Fire. You can use a Smoker to smoke and preserve meats to prevent spoiling. A Camp Fire Pit extension is required to place a Smoker.

- Added new Hobo Stove craftable item!
You can now craft a Hobo Stove that attaches to your Camp Fire. A Hobo Stove functions like an upgraded Spit – allowing you to cook multiple items unattended. A Camp Fire Pit extension is required to place a Hobo Stove.

- Added new Fibrous Leaf item!
Lashings are now crafted with the new Fibrous Leaf item you can gather from plants on the islands.

- Added new Building models
Various building tier models have been tweaked and now have more LOD levels.

- Added new Bucket model.

Axios2006
03-05-2016, 09:28
UPDATE 0.12! NEW ANIMALS, CLIMBING AND CLOUDS!

Hi everyone,

The latest stable build 0.12 has just been released!

This update has come a little later than usual as we took a small break over Easter.

There’s a few new visual elements in this update. There is new Volumetric Clouds for DX11 users which really add to the atmosphere of the game. All atmospheric elements have had tweaks and improvements so the visuals are improved not only for DX11, but for DX9 and OpenGL users as well. The new volumetric clouds can be quite heavy so we don’t recommended them for laptop or lower end systems. There’s also some new terrain textures. Over the coming updates, the overall design of the islands will start to come together as we work on new textures and foliage assets.

We introduced the concept of color associations in the 0.10 build. From 0.10 onwards, the color yellow is associated with things that are safe to eat. You’ll notice that things like crabs, coconuts and fruit are all yellow. Poisonous things will have a color associated with them too. Color association is a very effective visual tool allowing for quick readability. With this update, we’re introducing new Climbable objects that will be Orange. Generally, anything that is orange will be climbable in one way or another. There’s new ladders, pipes and ledges so check out the patch notes for more details.

There’s two new animals in this update, the Bat and Seagull! They are purely atmospheric at the moment, but in the next build you will be able to hunt and kill them. The bird system is a work in progress and will be expanded on with more behaviours soon.

There is also a small but important change - The game now defaults to DX9 instead of DX11. If you have DX11 capable hardware, please select this option when playing. This is something we probably should have done sooner and should help with users who have trouble with the game starting in DX11 mode on DX9 systems.

Have fun!

--
Stay Alive!
Beam Team


CHANGES
- Changed Raft ladders. Rafts do not function like ladders anymore. Hold [Jump] key to climb up.-
- Added quality settings for Volumetric Clouds.
- Added Jumping from ladders and trees. You can now jump toward the direction you’re facing.
- Improved Player item animations.
- Improved Ladders to snap the player to align with the ladder.
- Improved Player to now climb up and over the top of a ladder.
- Improved Player jumping physics now behaves more realistic.
- Improved Player bone animation quality, which reduced animation error.
- Improved and reduced Camera jitter from player movement animations
- Improved quality of Sun rendering.
- Improved quality of Sky atmospheric scattering.
- Improved quality of night time Sky.
- Improved Lighting overall.

BUG FIXES
- Fixed Inventory items being dropped on zone changes.
- Fixed Water Still not collecting water when away from zone.
- Fixed Player occasionally snapping to the top of a tree while climbing.
- Fixed Player getting stuck on some surfaces such as Camp Fires, rocks, logs, etc.
- Fixed Player getting stuck to ceilings while jumping.
- Fixed Player Watch and added better view clamping.
- Fixed Footstep audio playing incorrectly
- Fixed an error inShark waypoint calculations.
- Fixed a visual error in Ocean shader texture lookup.
- Fixed a visual error in atmospheric Fog scattering texture lookup.
- Fixed broken “Display Ocean” toggle in Map Editor.

NEW CONTENT

- Added new Climbing mechanics!
Added new climbable ledges, ladders and pipes. Climbable objects and ledges are now identified by the color Orange. Hold the [Jump] key when prompted to climb up a ledge. Tricky gaps between ledges can be jumped to if you hold the [Jump] key down to grab the opposing ledge. You can now also jump from one climbable object to another.

- Added new Bat Animal!
- Added new Seagull Animal!
- Added new Volumetric Clouds!
- Added new Terrain Textures!

DEV NOTES
- Temporarily removed Weather.
- Updated Unity to 5.3.4.
- Update to latest Steam SDK 1.36.
- Updated Ceto to latest version.

djmatrix619
03-05-2016, 10:35
Sono proprio curioso di sapere se presto verrà messo in sconto, siccome aggiornano il gioco solo e soltanto quando avviene questo, per far vedere che sono attivi.

:doh:

Axios2006
03-05-2016, 10:37
Sono proprio curioso di sapere se presto verrà messo in sconto, siccome aggiornano il gioco solo e soltanto quando avviene questo, per far vedere che sono attivi.

:doh:

Non dico di essere pentito dell'acquisto, ma confrontato a The Long Dark, sono indietro di molto...

djmatrix619
03-05-2016, 10:44
Non dico di essere pentito dell'acquisto, ma confrontato a The Long Dark, sono indietro di molto...

Io invece mi ritrovo assai pentito, ma tanto.
Per carità, le prime 2, o 3 ore le ho fatte con piacere. L'atmosfera era gran cosa.. potenzialità illimitate. Tutti sono abboccati come me, han venduto discretamente bene.. e si sono subito adagiati sugli allori.

Modo peggiore per usare l'early access, che finirà (perchè sono molto propenso col credere che finirà prima o poi) col gioco assai simile a quello che era al day one.

Spero solo che qualcun'altro riprovi a ricreare questo gioco in un modo migliore. Ormai con quei 2 ho perso le speranze..

Che poi gli utenti cosa fanno?
Non fanno altro che chiedere il co-op. Solo di questo gli importa. Che tristezza di utenza....:doh:

Axios2006
03-05-2016, 10:51
Io invece mi ritrovo assai pentito, ma tanto.
Per carità, le prime 2, o 3 ore le ho fatte con piacere. L'atmosfera era gran cosa.. potenzialità illimitate. Tutti sono abboccati come me, han venduto discretamente bene.. e si sono subito adagiati sugli allori.

Modo peggiore per usare l'early access, che finirà (perchè sono molto propenso col credere che finirà prima o poi) col gioco assai simile a quello che era al day one.

Spero solo che qualcun'altro riprovi a ricreare questo gioco in un modo migliore. Ormai con quei 2 ho perso le speranze..

Che poi gli utenti cosa fanno?
Non fanno altro che chiedere il co-op. Solo di questo gli importa. Che tristezza di utenza....:doh:

Che poi, pare tutti vogliano cloni di Rust...

Non lo so... sicuramente se interromperanno di botto l'early access, ci restero' alquanto male... Io l'avevo preso sull'onda emotiva della delusione di The Forest, ma riflettendo sulle tue parole, mi sa che anche qui c'e' puzza di flop... :muro:

Ripensandoci, rapportandolo anche a Prison Architect e Subanutica, come modo di fare siamo proprio messi male...

OT: per ora mi e' venuta la febbre da CS:GO e Dota 2, quindi gli early access passano leggermente in secondo piano...

MarcoGenova
29-05-2016, 23:24
Io invece mi ritrovo assai pentito, ma tanto.


Per carità, le prime 2, o 3 ore le ho fatte con piacere. L'atmosfera era gran cosa.. potenzialità illimitate. Tutti sono abboccati come me, han venduto discretamente bene.. e si sono subito adagiati sugli allori.





Modo peggiore per usare l'early access, che finirà (perchè sono molto propenso col credere che finirà prima o poi) col gioco assai simile a quello che era al day one.





Spero solo che qualcun'altro riprovi a ricreare questo gioco in un modo migliore. Ormai con quei 2 ho perso le speranze..





Che poi gli utenti cosa fanno?


Non fanno altro che chiedere il co-op. Solo di questo gli importa. Che tristezza di utenza....:doh:


Pensa che io aspetto il coop per comprarlo, se lo inseriscono probabile che lo compro, sennò niente......come si fa nel 2020 ancora a giocare da soli, questa è una tristezza.....

ulukaii
30-05-2016, 06:56
Pensa che io aspetto il coop per comprarlo, se lo inseriscono probabile che lo compro, sennò niente......come si fa nel 2020 ancora a giocare da soli, questa è una tristezza.....
Ci sono titoli per i quali il coop è la morte (vedasi The Forest), soprattutto quando il cardine nel gioco è la sopravvivenza in solitaria. Personalmente gli unici titoli nei quali concepisco il coop sono i Borderlands e Dying Light e anche in quelli ci ho comunque giocato più che altro per raccattagli gli achievements.

PS: comunque nello specifico del titolo, probabilemente avverrà verso la fine dello sviluppo.

djmatrix619
30-05-2016, 10:48
Pensa che io aspetto il coop per comprarlo, se lo inseriscono probabile che lo compro, sennò niente......come si fa nel 2020 ancora a giocare da soli, questa è una tristezza.....

É una tristezza dover leggere questi post piú che altro ancora nel 2016....

MarcoGenova
30-05-2016, 11:41
É una tristezza dover leggere questi post piú che altro ancora nel 2016....


Si ti capisco, anche io ho provato la stessa cosa quando ho letto il tuo....potessi capire fine anni 90' quando il collegamento adsl era una cosa rara, ma leggere che c'è gente che rovinerebbe bei giochi da farsi in coop ( e ti posso assicurare che non sono il solo che l'aspetta ) per non si sa bene quale motivo mette tristezza misto rammarico......ma c'è ne gente strana in giro purtroppo.

ulukaii
30-05-2016, 12:19
Si ti capisco, anche io ho provato la stessa cosa quando ho letto il tuo....potessi capire fine anni 90' quando il collegamento adsl era una cosa rara, ma leggere che c'è gente che rovinerebbe bei giochi da farsi in coop ( e ti posso assicurare che non sono il solo che l'aspetta ) per non si sa bene quale motivo mette tristezza misto rammarico......ma c'è ne gente strana in giro purtroppo.
Sì può dare la propria opinione su un argomento senza necessariamente denigrare gli altri dicendo che sono "strani" se non la pensano allo stesso modo.

MarcoGenova
30-05-2016, 12:42
Sì può dare la propria opinione su un argomento senza necessariamente denigrare gli altri dicendo che sono "strani" se non la pensano allo stesso modo.


Hai centrato il punto, perché mi devo sentir dire " che tristezza di utenza" ? Mi piace la coop, e be? Mi devo sentir etichettare per questo? E palese che se sei il primo a etichettare quelli che non la pensano come te, puoi benissimo venir etichettato a tua volta.

ulukaii
30-05-2016, 12:51
Hai centrato il punto, perché mi devo sentir dire " che tristezza di utenza" ? Mi piace la coop, e be? Mi devo sentir etichettare per questo? E palese che se sei il primo a etichettare quelli che non la pensano come te, puoi benissimo venir etichettato a tua volta.
L'utente non ha scritto questo e né ti ha attaccato o etichettato, quindi non c'è motivo di farlo a tua volta.

MrXaros
30-05-2016, 13:09
Si ti capisco, anche io ho provato la stessa cosa quando ho letto il tuo....potessi capire fine anni 90' quando il collegamento adsl era una cosa rara, ma leggere che c'è gente che rovinerebbe bei giochi da farsi in coop ( e ti posso assicurare che non sono il solo che l'aspetta ) per non si sa bene quale motivo mette tristezza misto rammarico......ma c'è ne gente strana in giro purtroppo.
C'è anche gente che magari vuole giocare quando e come vuole senza dover dipendere da terze persone come nel mio caso. Sono scelte (oppure necessità per altre persone) ma non per questo siamo strani.

djmatrix619
30-05-2016, 13:18
Non rispondo per non continuare discussioni inutili.
Ho provveduto semplicemente a segnalare il post ad un moderatore, in quanto mi hai dato della "persona strana", ed io non ti ho mai definito in alcun modo.

Abbi piú rispetto delle altre persone e dei pensieri altrui. Ognuno é libero di pensarla come vuole e di scegliere il modo in cui giocare al proprio gioco senza sentirsi dire di essere strano.

GRAZIE.

PS = "In ogni caso non ho criticato il fatto che a te piace la coop, ma che trovi strano il fatto che qualcuno possa preferire la modalitá in giocatore singolo, quando poi ognuno dovrebbe avere i suoi gusti e scegliere quello che preferisce."

Ziosilvio
30-05-2016, 16:24
Ricordo a tutti che:

Non è bello ciò che è bello, ma ciò che piace.
Non si segnalano le segnalazioni.

MarcoGenova
30-05-2016, 19:00
Se vi sembra normale quello che dite a posto così.

Axios2006
30-05-2016, 20:41
C'è gente che non può giocare senza la coop, c'è gente a cui della coop non importa minimamente. Punto.

Non c'è ragione o torto. Come chi vuole la pizza margherita e chi la 4 formaggi.

I Devs di Stranded Deep hanno sempre detto che la coop non era prioritaria per loro. Gioco loro, scelta loro.

X360X
30-05-2016, 21:16
Se vi sembra normale quello che dite a posto così.

A me sembra normale che la smettete quando interviene il moderatore, senza post successivi. Anzi no, è proprio una REGOLA che DOVETE rispettare.

Senza contare che il post di djmatrix619 da cui è partito il tutto era una critica al fatto che invece fare richieste sul migliorare il gioco tanta gente sta solo lì a chiedere la coop come se l'importante fosse quello e il resto tutto bene. Ben diverso da dire è triste chi gioca in coop.

Discussione partita dal nulla e senza alcun senso visto che sono gusti\esigenze personali.
Al prossimo post sulla questione poi non lamentatevi delle conseguenze...

Axios2006
11-06-2016, 08:41
UPDATE 0.13! BOW AND ARROWS, BOARS, SNAKES AND MORE!

Hey everyone,

The latest stable build 0.13 has just been released!

This update introduces new Bows and Arrows, Throwable Spears, Boars, Snakes and more! There’s a new game launcher, custom deferred translucency, new grass models, new terrain textures and new foliage items.

Animals can now be hunted with the new Bow and Arrows and Throwable Spears! You can hunt the existing and new animals on your island by charging and firing the new bow and spear. Larger animals will take multiple hits from projectiles to take down, whereas smaller animals can be picked off with less. Be careful as throwing or firing the new projectiles at solid materials like steel or rock will break the projectile! Killed animals won’t do anything for now, but hold onto them as a new skinning mechanic is coming very soon. All of the new item’s animations are also placeholders for now.

With the new bows and spears in this update it became apparent we needed a ‘charging’ mechanic. With the need for a few tweaks to the interacting system, we took the opportunity to incorporate a lot of changes that we’ve had the skeleton of for a while and have been waiting to implement and incorporate with the recent player animations. The entire interacting system has been improved. Interacting has been remapped to the same key as the [Pickup] key by default. This is to avoid confusion and prevent users from doing things like accidentally eating uncooked or poisonous food when trying to interact with objects. With the new changes if you accidentally pick an item up there’s no harm done. So now if an item is interactable you can press the [Pickup] like normal to pick it up or hold down the [Pickup] key to interact with it. A notorious bug has also been fixed that’s been around since the game was first released where you could continue to use an item on another even if you weren’t looking at it.

There’s been some work on the inventory in preparation for a new system. We’ve added individual inventory stack sizes for different types of items. So far only the arrows make use of this feature, allowing you to carry 24 arrows per slot at the moment. We added the ability to select free hands. This is a feature that was requested a while ago and is useful if you have a full inventory and don’t want to be running around with something in your hands. Your hands also act as an inventory slot now, able to hold 1 item. This means you can have a full inventory and 1 item in your hand. The inventory hotkeys can be a bit confusing at the moment with how items sort themselves in the inventory, but hotkey mechanics will soon be changing entirely.

The lighter has been removed as it ended up being an incompatible thorn with the new changes and there’s a new dedicated fire lighting system coming in the next update. Enjoy the easy fire starting for this update. It’s essentially the same as it was before, without a magical infinite lighter in your hand.

This update also addresses two concerns from community feedback - #1 Not being able to launch the game in DirectX 11.0 mode from the desktop and #2 Dropped items being thrown forward. The necessity for a new launcher was realised after it was brought to our attention that Steam would not show you the dialog prompting you to pick which graphics API you wanted if you were launching the game from the desktop or a separate shortcut outside of Steam. The issue has now been addressed with a custom game launcher. This launcher is separate to the Unity engine as the engine doesn’t support changing graphics API’s once launched. You can pick your graphics API and fullscreen mode in the launcher. More details are in the patch notes below.

There’s also overall performance improvements from our new deferred translucency implementation and a 20-30% reduction in draw calls which should help to balance out the need for more accurate physics calculations for the new projectiles.

That’s it for this update, have fun!

--
Stay Alive!
Beam Team


CHANGES
- Added new holding animation for larger objects.
- Added new grass quality setting toggle.
- Added polarising filter for more vibrant daytime sky.
- Added individual inventory stack sizes for different item types.
- Added additional notification if trying to place a construction with environmental obstructions.
- Added ability to navigate through items in an inventory slot.
- Added ability to select free hands by selecting empty inventory slot.
- Added ability to select free hands with the Tilde [~] key.
- Added ability to close crafting menu again with [C] key.
- Added ability to carry large objects like logs.
- Added missing colliders to prop trees and plants.
- Changed interacting to use the [Pickup] key.
- Changed crafting menu to stay on the crafting page you left.
- Improved dropping items from inventory and reduced throwing effect.
- Improved Watch animations - smoother with better viewing positions.
- Improved Ragdoll animals saving. Ragdolls now save bone positions to reduce flipping out on load.
- Restored unique colours for different crafting modes.
- Removed unnecessary structure proximity check for smaller constructions.
- Reduced ocean shore fade for more dynamic waves close to shore.
- Reduced GPU loads on main menu screen by locking to 30FPS.
- Removed Sharks regaining health.

BUG FIXES
- Fixed Alt+Tab destroying a depth texture and breaking fog and underwater effects.
- Fixed camera jitter after loading a game.
- Fixed artefacts from camp fire particles.
- Fixed artefact with fog clipping through ocean waves when floating.
- Fixed unnecessary Hobo Stove proximity checks.
- Fixed being able to use items on objects far away, chopping trees, etc.
- Fixed bug where interacting would think you were still looking at a container.
- Fixed a small possibility of not being able to craft when a shark was nearby.
- Fixed Sharks dissapearing from leaving a biome and not be saved correctly.
- Fixed Items being out of view while crouched.
- Fixed holding Items not following the camera when looking up or down.

NEW CONTENT
- Added new Bow and Arrow items!
The simple bow is intended for mid-range damage. It’s sighted with the cursor and bow sight for approximately 15 meters. Arrows will break if shot into hard surfaces like rock or steel.

- Added new Throwable Spear item!
The spear is intended for close to short range damage. Spears will break if shot into hard surfaces like rock or steel.

- Added new Snake animal!
The new snake will attack and inflict damage if you get too close. Watch where you step, avoid the long grass and listen out for any aggressive snake sounds when scavenging your island! The snake can’t be killed at the moment.

- Added better Crab intelligence!
Crab AI has been improved and they no longer have a "nest". Crabs can be found individually on shorelines and will behave much more naturally, exploring the island, avoiding the player …and whatever else crabs do. Crabs do not currently respawn so ration them carefully.

- Added new Boar animal!
Tiny wild boar can be found on larger islands. They are very shy and very quick!

- Added new Aiming mechanic!
When a fireable object like the new Bow or Spear are equipped, you can hold the secondary action button (right mouse click by default) to enter aiming mode. You then fire the item as normal with the left mouse button.

- Added new Pickup animation!
A small addition but helps with feedback so items aren’t just disappearing into the inventory.

- Added Deferred Translucency!
Previously we were rendering translucent objects in forward rendering. There was a significant overhead as translucent objects needed to be rendered separately for proper translucent lighting (as it is not supported natively by Unity) and then blended with the deferred objects. Now all translucency is rendered in deferred. All users get translucency now, so win-win. The translucency option has been removed as the performance impact is negligible.

- Added dedicated Game Launcher!
Due to player feedback about not being able to select DirectX versions when launching the game from desktop shortcuts, a custom game launcher has been added. The new launcher allows you pick the DirectX version for all scenarios, not only when launching from the Steam library. You can also pick the fullscreen mode you prefer. Exclusive mode is better for performance and users running SLI setups, however Alt+Tabbing is not supported under DirectX 11.0 with exclusive mode. The Borderless Window option is available for players who want to use DirectX 11.0 and need to stream or access background tasks with Alt+Tab. The old Steam launch options have been removed.

- New Grass models!
- New Ground Cover models!
- New Sand terrain texture!
- New Sand and Pebbles terrain texture!
- New Young Palm Tree plant model!
- New Potato Plant plant model!

DEV NOTES
- Reduced draw calls significantly, improving overall performance.
- Restored resolution and vsync options in game.
- Refactored and improved interacting backend.
- Character Spine IK is now more responsive.
- New hitbox system for animals.
- Improved Shark trigger detection.

Axios2006
11-06-2016, 08:42
0.12 TO 0.13 SAVE GAMES AND CUSTOM MAPS
Hey everyone,

Due to some changes to support the new game launcher and maintain backwards compatibility with the games exectuable path, the folder where your Stranded Deep save game and map data is stored has moved. Your existing save game and maps have survived, they just need to be moved to the right location by following these instructions:

You can find Stranded Deep's local files by dong the following:

Right click on Stranded Deep in your Steam library and select "Properties" from the drop down menu.
Navigate to the "Local Files" tab and select "Browse Local Files"
You will see two folders, "Stranded_Deep_Data" and "Stranded_Deep_x64/86_Data". Stranded_Deep_Data is the new folder.
Inside those folders will be a "Data" folder. This folder needs to be copied from the old "Stranded_Deep_x64/86_Data" folder into to the new "Stranded_Deep_Data" folder.


That should get you up and running again. We try to make sure that these types of necessary changes that require you to get your hands dirty rarely happen, so we apologise for the inconvenience!

djmatrix619
11-06-2016, 11:16
Come detto, come stanno per arrivare i saldi.. TAC.. arriva l'update. Ovvio :D

Axios2006
15-08-2016, 09:26
UPDATE 0.15! NEW TOOLS INC. SPEARGUN!

Hey everyone,

The latest stable build 0.15 has just been released!

Hi everyone,

This update focuses on a section of our roadmap to reclassify tools into two new categories, Crude and Refined. Eventually this will change the focus from finding the good tools, to allowing you to craft them. A refined version of a tool is created by upgrading the existing Crude version. The combo’s to upgrade to refined tools will likely be adjusted when we introduce smaller sundry items like leather and leaves in the future.

We’ve also been hard at work on improving loading times between islands and generating better billboard representations of the islands you’ve discovered. These developments aren’t ready for this release but we’re seeing very promising improvements. The progressive loading and dynamic billboard generation should hopefully be ready for the next update. There’s also some exciting developments with our concepts for the new main menu design, which won’t only improve the aesthetics but will also affect how you enter the game in a cool new way.

Have fun! :)

Stay Alive!
Beam Team
--

BUG FIXES
- Fixed being able to switch items with hotkeys while operating a vehicle.
- Fixed bird landing spots causing a hiccup when loading between zones.
- Fixed projectiles stuck in mid-air when crafted.

CHANGES
- Significantly reduced the performance overhead when creating new items at runtime.
- Categorized new and existing crafting items into Crude and Refined.

NEW CONTENT
- Added new Speargun item!
- Added new Speargun Arrow item!
- Added new Airtank model.
- Added new Stone Tool model.
- Added new Refined Knife model.
- Added new Crude Axe model.
- Added new Refined Axe model.
- Added new Crude Spear model.
- Added new Refined Spear item!
- Added new Fishing Spear item!

DEV NOTES
- Upgraded to Unity 5.4.

Darrosquall
15-08-2016, 10:23
Io continuo a seguirlo a distanza, però è lentino lo sviluppatore, eppure ha venduto abbastanza bene, di questo passo esce fra 10 anni. :fagiano:

djmatrix619
15-08-2016, 10:27
Io continuo a seguirlo a distanza, però è lentino lo sviluppatore, eppure ha venduto abbastanza bene, di questo passo esce fra 10 anni. :fagiano:

Io invece credo che esca piú o meno in questo stato, con qualche items in piú. Ahimé.. :stordita:

Darrosquall
15-08-2016, 10:35
0.15, siamo ad un sesto dello sviluppo, anzi meno. :D

ulukaii
15-08-2016, 11:17
E' un po' che non lo seguo ad essere sincero (e la mia ultima installazione risale a parecchie build fa), ma hanno integrato qualcuno nel team o son sempre in due?

MrXaros
15-08-2016, 12:24
Io continuo a seguirlo a distanza, però è lentino lo sviluppatore, eppure ha venduto abbastanza bene, di questo passo esce fra 10 anni. :fagiano:
Appunto non c'è motivo di completarlo come gli altri mille early access.