Update 7: Immersion Enhanced

published Saturday, 7 Dec. 2013, 00:00 by ZPSPhyrefli

Update 7 introduces the first steps towards our hugely ambitious goal of totally immersing you in Interstellar Marines.

Update 7: Immersion Enhanced

This update introduces the first steps towards our hugely ambitious goal of totally immersing you in Interstellar Marines.

Major new HUD updates, a new damage system which includes component damage, and the first version of our stamina system draw you into the game and set the stage for future plans. Update 7 also includes many changes to the audio, our first jump prototype and adjustments to the weapon aiming model.

Click here to see Interstellar Marines on Steam

The Community Video

A huge thanks to every single community member who sent in their videos and audio clips for the community video. Enjoy!

Version: 0.5.7
Released: 6th of December 2013

New Features

  • ADDED: New Stamina Model that affects exhaustion level, breathing, fog in helmet, weapon bobbing and recoil
  • ADDED: New Suit System that controls the HUD, rebreather and audio occlusion/enhancements
  • ADDED: Component-based damage model on the Marines that affect the Suit System
  • ADDED: Breath System
  • ADDED: Projectile force impacts to ragdolls
  • ADDED: Jump prototype (hold to time your jump)
  • ADDED: Dynamic weapon bobbing
  • ADDED: Wind-in-ear sound at high velocities
  • ADDED: HUD notifications on confirmed kills, team kills and domination zones
  • ADDED: Red Dot Scope mark II
  • ADDED: Emissive strips on teammates when helmet is open
  • ADDED: Different muzzle flash effects in 1p/3p
  • ADDED: Support for password-protected servers

Improvements

  • UPDATED: Weapon accuracy and recoil model
  • UPDATED: Marine running speeds
  • UPDATED: Helmet to turn off HUD when opened
  • UPDATED: GUI to toggle on/off when HUD enabled/disabled
  • UPDATED: Helmet dirt texture
  • UPDATED: Difference between 1p and 3p SMG sounds
  • UPDATED: 1p/3p death sounds
  • UPDATED: 1p/3p impact sounds
  • UPDATED: All movement sounds
  • UPDATED: Sandbox with new physical materials (water, snow) and marines
  • UPDATED: Dawn environmental sounds (got rid of the birds!)
  • UPDATED: Water now reflects Marines
  • UPDATED: Team Domination start team tickets to 750
  • UPDATED: Playground mode to spawn real Marines
  • UPDATED: Respawning so players are added/removed to spawn queue on key input
  • UPDATED: Depth-of-field setting to match new FOV/helmet clipping

Fixes

  • FIXED: Pingtimes to servers now display correctly
  • FIXED: So you can spawn instantly in Playground mode
  • FIXED: Weapon inaccuracy is the same in Playground as online
  • FIXED: Weapons stay after marine is destroyed in Playground

Known Issues

  • View jittering may occur when jumping on lossy networks
  • Audio may cut off partially/completely on weapon/helmet sounds
  • Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)

Keep the great feedback coming!

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software


Comments

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8 months, 2 weeks ago

best update yet

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8 months, 2 weeks ago

nice! This game will look really good!

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8 months, 2 weeks ago

Enjoying it so far. :)

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8 months, 2 weeks ago

I'm just gonna leave this here:
http://www.youtube.com/watch?feature=player_deta
ilpage&v=010KyIQjkTk#t=49
Exciting times it is. ^^

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8 months, 2 weeks ago

Really nice update! And I heard that this is just a small one... I expect great things to come soon! I really dislike having to hold before jumping though.

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8 months, 2 weeks ago

I do enjoy some of the tweaks to the SMG, makes it feel more weighty. Recoil effects aren't bad at all, just takes some getting used to after the previous build. The jump may be just a trifle short, but I imagine that can be tweaked a bit. We still could use a crouch. Also, is the final product intended to have gamepad support?

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8 months, 2 weeks ago

I for one like the fact that you need to charge your jumps, it makes it harder to just jump around all the time, and instead jumping when it is necessary. the fact that we have to time our jumps is just innovative in my opinion. I would figure that jumping in real life also needs a charge before it can be performed.

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8 months, 1 week ago

WoooooHooooo

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8 months ago

What is the deal with the christmas achievements? Is there going to be a bullseye/Christmas update soon? I am confused but still, Love you guys <3

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