Since the last major update released, we’ve had a couple of primary goals for Update 3! [h2]CHAPTER SYSTEM[/h2] One of the biggest and most requested features for the game is better checkpoints — both for restarting on losing the game and for coming back to in a later session. While we do not plan on full-state saving, as this is a session-based game, for this update we are introducing a basic chapter-based system and splitting the current Area-12 map into two chapters. The map has been growing massively in a short amount of time, and in order to facilitate both narrative requirements moving forward, and a checkpoint system–the ominous task of splitting up Area-12 has finally been set in motion. When joining a server for the Area-12 Campaign, you will be able to select (or vote for) between Chapter 1 or Chapter 2. You will also be able to select them from the Private Game section in the main menu. [img]https://clan.cloudflare.steamstatic.com/images//33393847/b2605c33912b35f20ddaa82566a2768bfc171b98.jpg[/img] [h2]POLISHING THE SCREEN ANOMALY[/h2] Our inception of SCP-7528 (the “Screen Anomaly”) was received well across the board, but while watching the community and content creators play the section, we noticed players consistently being confused or overwhelmed by the anomaly’s behavior. We’ve taken the time to do some more polish on the anomaly’s behavior and visuals. Specifically: [list][*] The anomaly now chases players more consistently and less closely, only moving if its sightline is obstructed or if it is too far. [*] The anomaly is more likely to stick to one player at a time, picking each team member off, rather than getting confused by many pieces of stimuli. [*] The anomaly can now hear sound, based on the distance to the nearest screen. Sprinting through the area may not be such a good idea.[/list] Additionally, we aim to make the objectives more clear in the Forde Education Center. [i][h3]What’s Next?[/h3][/i] [h2]UPDATE 3[/h2] Update 3 (0.13.0) is all about the horror atmosphere and narrative. Additional game mechanics will also become more and more prominent, such as the aforementioned Chapter System, armories, and respawning. A lot of the atmospheric horror elements will tie directly into the narrative and build on audio and lighting substantially. We’ll begin mapping out our side objectives now that the map is split and restructuring beyond the initial Early Access iteration. There will now be a lot of lore and collectable items hidden throughout environments in the form of secrets. In terms of narrative this will begin our setup for Act 1 of the Area-12 campaign narrative. We’re working on a prologue that will tie into this later, but for now you’ll still get to experience our new starting area for Chapter 1 of Act 1. [img]https://clan.cloudflare.steamstatic.com/images//33393847/e6647fd43b8bbb9abbca3417aa887a9271b71cd8.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//33393847/d42e88bf73a652dad730f0af86c72a90b314f435.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//33393847/f889ef4ca7452da5f0a05c54edbc8f2d50dff14c.jpg[/img] [i][h3]Beyond Update 3...[/h3][/i] [h2]WORLD BUILDING[/h2] Future updates will continue expanding on narrative more quickly, adding in monsters that we’ve been developing behind the scenes as well as new environments. We will be moving into Act 2 much sooner than you think and beginning to meet not just the new monsters, but also characters and D-Class that will play a significant role in the SCP world we’ve been building at Area-12. Even in Act 1 players will have a chance to see and learn about this universe in a way that has never been done before. [h2]ANIMATIONS AND TACTICAL GAMEPLAY[/h2] We’ve been beefing up our animation team as we move towards not just improved animations, but also adding things for the tactical experience such as vaulting and prone. All of which have been motion captured, cleaned up, and are currently being tested in-engine. [img]https://clan.cloudflare.steamstatic.com/images//33393847/0f9b07e2bcdc6fa584b6a9fa64e2810a2c0b98ff.jpg[/img] [h2]GEAR AND GAME MECHANICS[/h2] We also have exciting new developments coming to utilize the journal system more and account for new types of gear that will have an impact on both the respawn system, and how you interact with… weird stuff. Safe to say our mantra is currently “make it scary and make it weird”. [h2]GAME MODES AND NEW MAPS[/h2] We haven’t forgotten about our other game modes though: we’re utilizing something we have been calling our “intermission maps” to help develop some of those other game modes without losing traction on finishing our narrative campaign, The sooner we finish the main campaign, the sooner we can focus on all the exciting DLC missions in the future. Intermission maps serve as a type of breather or scenery change to separate and transition between Acts of the Campaign. EX: Act 1, Intermission, and then Act 2 More specifically; our first intermission map will take place in an isolated and sterile landscape outside of the United States. Without spoiling too much, it will be very horror and SCP focused utilizing the concept behind the Wave Survival game mode. It’s a very special map to us taking direct inspiration from the works of John Carpenter. It’s also the first time players will get to see and play as a new faction other than the Unusual Incidents Unit (UIU). [h2]CLOSING NOTES[/h2] That’s all for now, thank you for tuning in! Keep your eyes peeled for future update posts. Ad astra.