Phantasmal

Phantasmal

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Ash  [developer] May 4, 2015 @ 9:03pm
Upcoming Features
Hey Guys, here's a thread for some of the things we're working on currently which will be pushing out on upcoming updates.

Update 1:
- Upgrade to the options menu which will include removal of all non-gameplay related post-processing effects (e.g. lens flare, bloom, chromatic aberration, etc) as well as y-inversion amongst other things
- Refinements to the Starver AI (e.g. reactions to the flare)
- Refinements to general pathfinding
- The addition of a new underground/basement style level (just a basic foundation first - more will be added to this template over time).
- Complete overhaul of the Starver animations
- Work-around fix for the Alt-tab issue that affects some PCs

Last edited by Ash; May 12, 2015 @ 2:14pm
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Showing 1-15 of 51 comments
Ash  [developer] May 15, 2015 @ 12:03am 
Note that Update 1 is released, please check announcements for full details.
Jacksaw Jack May 15, 2015 @ 9:48am 
Game looks nice once the all the effects are disabled. I played a little before the recent update and I can notice the changes. Things aren't popping up onto the air randomly. The uglies still get stuck in that bar room on the tables when chasing me.

I've been having enemy spawns right in front of me quite often however. Like literally 4 of the basic floor 1 enemies just spawn out the ether and drop to the floor in plain view. They've also been clipping into and stacking inside of each other when clustering around flares.

Also what is their hearing distance? The stealth attack doesn't seem to be stealthy at all. I one shot an enemy while crouched, with no other enemies in the sight. Then a horde of ♥♥♥♥♥♥♥♥ come charging me from where there were no enemies a moment ago with a murder boner that can be seen from the International Space Station.

I would like to be able to rebind the controls as the rebind on the launch window isn't working. Seriously, whoever made it a trend back in the day to make CTRL crouch needs to be dropkicked into an idiot wagon. I chucked I don't know how many flares trying to enter stealth today. lol
Last edited by Jacksaw Jack; May 15, 2015 @ 9:48am
chilberto  [developer] May 15, 2015 @ 12:40pm 
Hello Jacksaw Jack,
Thanks for your feedback. The hearing distance does vary depending on the creature. The main Starved creature's hearing is very good so will investigate most gunshots. Maybe adding a stealth distance weapon like a bow might be fun for some.

I'll check the control binding and the spawn distance for the next release. Oh, and I'll take a look at the bar room.

Cheers
Jacksaw Jack May 15, 2015 @ 2:24pm 
Err, my bad, by one shot while crouched, I ment with a melee weapon. Typically a plank, but it does the same regardless of melee weapon. Sorry for the confusion. I'm kind of a hoarder, so the gun ends up suffering from "too good to use" syndrome.

One other thing is maybe have some kind of alert indication when something something aggros on you in stealth. I've had some enemies just stop and stare at me like retarded puppies for 20+ seconds before randomly turing and rushing away.

Only other bug I've noticed is the damage indicator remains onscreen after you get hit and never fades until you change levels or die.

Oh, and what exactly do the light switches do? Enemies still spawn in and wander into these areas. Are just to mark your territory? I'd kind of like to get a better grasp on the basic mechnics before I make a Let's Check Out video.

I do have high hopes for this, I adore Lovecraftian based stories and games, and I appreciate the level of communication you have with the community.
Ash  [developer] May 15, 2015 @ 2:31pm 
Hey Jack, thanks for the kind words - and we really appreciate the help! This is definitely the coolest part of Early Access: working with you guys to shape the game :)

Currently, we have configurable controls and the damage indicator queued up to be worked on (under bugs/suggestions sub-forums). We'll be continuously tweaking the AI Director as well - I think that part (and general AI) will be something we refine throughout the EA period.

You are correct about the light switches - they're there mostly for you to mark where you've been and to allow you to see better. We are looking into making the creatures repelled by light or less likely to patrol there.

At the moment the only thing that will increase your visibility to them is having your flashlight on or being crouched. We'll also look into altering your visibility under all light sources in future.

Ash  [developer] May 21, 2015 @ 4:00pm 
Update 2 will be due in another week or so:
- Update to the in game menus
- Local avoidance for the Starvers so they don't cluster together.
- Regulation of max numbers of certain creatures on levels
- Stop hit effects if melee weapon doesn't hit anything
- Improvement in creature distribution
Ash  [developer] Jun 1, 2015 @ 1:40pm 
Update 2 has been released.
Ash  [developer] Jun 2, 2015 @ 4:21pm 
Hi All, apologies to all the AZERTY players that we weren't able to include the configurable controls in this build - we're aiming to get it in for Update 3. Stay tuned for the next update list soon! :)
Ash  [developer] Jun 3, 2015 @ 3:43am 
We found a couple of critical bugs with the new sewer level, so we've removed it temporarily while we fix it. We will have it repaired and returned soon!
Ash  [developer] Jun 5, 2015 @ 5:27pm 
Just fixed some of the melee arms animations and rebalanced the levels.
Mr. Moon Jun 6, 2015 @ 5:48pm 
haha a new plank model. Now i dont feel like im hitting enimies with a plastic baseball bat.
:P
Ash  [developer] Jun 6, 2015 @ 7:37pm 
Glad you like it! The plank animations had been bugging me for a long time :)
Ash  [developer] Jun 14, 2015 @ 10:50pm 
Hey Guys just released a hotfix with a fix for the missing sewer level.
Ash  [developer] Jun 14, 2015 @ 11:19pm 
Update 3 will be due in the next couple of weeks which will include:
- Configurable controls
- Trading cards, emoticons, backgrounds, etc
- Update to music
- misc improvements
Ash  [developer] Jun 29, 2015 @ 4:05am 
Hello All, Update 3 has been released - please refer to announcements for details.
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