這個遊戲在社群的幫助下已經通過了 Greenlight!

社群的迴響表示了他們對這款遊戲的興趣。Valve 已經和該開發人員聯繫 Steam 發行事宜。

Distance
11 月 25 日 - Refract

http://youtu.be/57AFXGzrhrs
We're insanely excited to finally let this one out of the bag. Distance will be coming to Steam Early Access on December 9th! That's just two weeks away! Above is the latest trailer in glorious 60fps 1080p which shows off the latest multiplayer action along with some new story mode teasers. We really spent some time on this one, I hope you enjoy it!

In short, the better Distance does on Steam Early Access the bigger and crazier we can make the game. You can help out a ton simply by sharing the video above! Click the links below to easily share with friends!

We'll be back soon with more stuff about the Steam Early Access release and other crazy stuff happening in December so keep an eye on your inbox! Until then let us know what you think of the trailer, and if you're celebrating Thanksgiving this week we hope you have a tasty holiday break!

- Jordan (with everyone at Refract)

11 月 19 日 - Refract



Today's Distance build update contains a ton of level editor improvements such a grouping system, new/improved simple primitives, undo/redo bug fixes, a Quick Tools menu, an improved Layers menu, and more. The Adventure mode level Ground Zero was updated with some new content as we continue to iterate on the story design, and we also just converted the entire game's audio engine to Wwise which comes with some cool new features.

This update is likely the last major update before we release on Steam Early Access! For a fast and dirty look at the new features check out the Imgur album[imgur.com] with a bunch of GIFs and screenshots!

VISUAL CHANGELOG (Imgur): http://imgur.com/a/L4uFR


(new and improved simple primitive objects)


(new quick tools menu)

NEW CONTENT
  • Added a number of new camera positions to the car
  • Improved the Graphics Options to be better organized and include text descriptions of the options
  • Added Cinematic Letterbox mode in Graphics Options which locks the screen to 21:9 or 16:9 for an anamorphic widescreen look
  • Added and improved content in Adventure mode level Ground Zero (tons of new audio with a teaser of upcoming story content)
  • Added Car, Environment, Obstacles, and Menu volume sliders to the Audio Options
  • Added low pass and reverb effect when inside a tunnel
  • Added high pass audio effect when inside a quarantine zone
LEVEL EDITOR IMPROVEMENTS
  • Added new Simples, swapped out plane for lower poly one.
  • Created and added emissive versions of all the new simples added
  • Fixed transform property inspecting undo/redo with tracks
  • Now when copy and pasting road sections in the level editor the track links will connect properly on any pieces that should be connected
  • Added Quick Tools menu when pressing Space in the level editor
  • Track splines are now calculated globally, leading to less bugs and faster calculation
  • Added the ability to press “T” in the level editor to toggle the Track Manipulator Nodes
  • Changed the colors on the Track Manipulator nodes to help them stand out a bit more
  • Now the level editor gizmos axis light up yellow on mouse hover instead of on mouse click to make it more clear before clicking what axis is selected
  • Whenever a layer becomes visible or active the Layers Tab updates properly, fixing a bug where sometimes the Layers Tab wouldn't be updated when layers where modified
  • Level editor centerpoints now don't display when objects are added to the level if centerpoints are disabled
  • LoadLevelTool now displays the relative level path when loading the level
  • Track Manipulator Nodes now use MeshColliders instead of BoxColliders since the collision was wonky with them before
  • Added Group Tool with the hotkey Ctrl+G (ungroup tool can be used with Shift+G)
  • Improved the text that is displayed when mouse hovering over the tabs in the level editor
  • Added CustomName component so Groups in the level editor can be named
  • When a CustomName is edited in the properties it's centerpoint, properties tab, and level objects name are all updated
  • Improved the level layer system in the level editor: now layers save/load their states such as if they are frozen, visible, or the active layer
  • Selecting objects in the level editor has been improved
  • When raycasting it now doesn't rely on hitting only the root objects, child objects work too
  • Undo/redo now selects the affected objects
  • Fixed issue where level loads would add null objects to layers
MODIFICATIONS
  • 'The Monolith' is now just named 'Monolith'
  • Changed over to Wwise as our primary audio engine (for the most part nothing should be different, but some things might sound cleaner)
  • Changed some MusicTriggers values to match up with Wwise's internal values
  • Updated the gold, silver, and bronze medal image
  • Improved the positions of the hover text for the different car camera angles (to improve visibility)
  • Capped use of some sounds (e.g. popup blockers, whooshes, shard impacts, etc.)
BUGS FIXED
  • Fixed bug where exploding or avoiding VirusSpirits would lead to the glitch screen effect staying on
  • Fixed several bugs in the Layers Tab
  • Fixed a bug where if someone launched the game without a profile it would have the profile creation menu over top of the main menu

11 月 12 日 - Refract



This week marks 3 years since the launch of Nitronic Rush on 11/11/11, so we decided now would be a great time to release part 1 of a mini-documentary that we've been developing! It shows never-before-seen interviews and early prototypes for both Nitronic Rush and Distance.

Watch part 1 of the mini-documentary here: http://youtube.com/watch?v=KFFxvob2R-o
It’s been a crazy couple of months preparing for the Steam Early Access launch, and we’re finally getting close! Right now it’s looking like early December for our launch window, and we’ll be revealing a very special Steam Early Access launch trailer really soon!

We've been wrapping up some new story mode content as well as improving some of the underlying systems behind the level editor and multiplayer based on your beta feedback. We’ll need as much help as possible to get the word out when we release on Steam, so stay tuned for those launch details! In the mean time you can help by sharing the documentary video with anyone who you think might be interested in picking it up!

Read the full update here: http://refract.com/post/102510447386/distance-the-past-present-and-future

10 月 27 日 - Refract



Happy Halloween! Today we’re releasing a Halloween-themed Distance beta update that features a spooky new stunt level, tons of new halloween objects for use in the level editor, several bug fixes, an improved damage system for the car, and more!

Changelog: http://refract.com/post/101140459736/happy-halloween-beta-build-3201-released

If you create any new content using the new Halloween objects be sure to share them with us @refractstudios on Twitter! Backers can also listen to music from the new stunt level on the forums[survivethedistance.com].

Here are a few other screenshots from Kyle's new level Spooky Town:



10 月 24 日 - Refract



We just released a new song from Distance’s soundtrack! It’s currently being used in Distance’s Adventure mode and you might have heard it in our latest Beta trailer. Feel free to share and let us know what you think!

Aftermath: http://soundcloud.com/torcht/aftermath

Follow @torcht on Twitter for updates on the soundtrack!

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