Archive for the 'Planetoid Pioneers' Category

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Posted by Data in Cave Vehicle Engine, Crush2D, Planetoid Pioneers - July 20th, 2017


After years of using our own engine and tools to build actual playable game content, we are SUPER proud and happy to present the Game-Only Edition of Planetoid Pioneers for only TWO FIVE DOLLAR BILLS! Here’s the launch trailer:



So if you or anyone you know hesitated to dive into the more expensive Contributor Edition, you can now just enjoy the pure gameplay HERE: http://PlanetoidPioneers.com



Posted by Data in Crush2D, Planetoid Pioneers - July 16th, 2017

Flipbot punishment

The team has really pulled together quite the game experience for our Game-Only Edition that is coming out… well, just stay tuned this week 🙂 Please help us by playing the Primoid and let us know your thoughts and issues you run into in the Contributor Community Discord server (find access to it on the Steam Forums here once you log in!). Better yet, build or improve existing areas with the Crush2D tools and show us your ideas! If we like them enough, we’ll see about integrating them and giving you official credit in the game.

Changelog highlights:

  • Massively improved all existing areas of the Primoid
  • Added new very WIP South Hub and Mountain areas
  • New Wrangleoid minigame Planetoids
  • Automatic save game system
  • Improved Pioneer locomotion: proper jump, slide, uphill walk etc
  • Completely overhauled and much nicer sounds for material impacts, etc
  • Reverb system with echo depending on distance to walls
  • New much more robust physics solver and other performance improvements
  • Activity editor target system and IO system to easily make everything trigger anything without code
  • Redesigned background art in lots of the old Planetoids
  • New loot system with tiered weapons and different new loot items
  • Lots of new and improved Blueprints (including new enemies like zombies!)
  • As always, more bug and crash fixes than we can list. See the repo echo bot for details



Posted by Data in Planetoid Pioneers - February 6th, 2017

Primoid Pan

We are nearing the launch of our Early Access game-only preview, which will cost a lot less than the special Contributor Edition! (however, it won’t include editors or access to the Contributor Community) In preparation for this, we have been busy building the real caves and challenges that will eventually fill the “Primoid” Planetoid completely. With this fourth update to the Contributor Edition, we invite everyone in the Contributor Community to use the built-in feedback forms to tell us, but also wield those Crush2D editors to show us what you would change or improve!

Highlights of the goods:

  • A good THIRD of the entire first adventure Planetoid, aka the “Primoid”, now has playable content and is ready for your feedback and improvement:
  • Tutorial, where baby Pioneers learn how to walk
  • North Hub, which connects several areas. Also serves as a rocket silo, suitable for the eventual construction and launching of a reusable spacecraft. You will need that to escape this rock in and complete this first Planetoid’s Robinson Crusoe-esque scenario.
  • half of Carbon Cave, where deadly organic creatures lurk, ready to tear you apart.
  • half of Metals Mine. Remains of a mining operation by humans to get the Aurium buried deep inside this Planetoid. They seem to have dug too deep and bad things happened. Various robots and mining machinery can be found here, useful for collecting the resources you need for building that rocket.
  • and the Surface, a terribly dangerous gauntlet in a vehicle, and downright suicidal without one. Creepy fauna and natural obstacles present extreme hazards, but it’s the only way to get to the southern hemisphere (for now).
  • Playtesting feedback forms integrated into the game at the end of each area named above – can you get to all four? Tell us directly what you liked and what you’d like to see improved.
  • Massively improved locomotion mechanics of the Pioneer, also consistent over all the main Pioneers
  • Lots of improved creature behavior (bird pooping AI is a go)
  • A massive amount of bug fixes and betterment everywhere as we “eat our own dog food” producing the real game content with the Crush2D editors
  • Breakable lamps make for fun target practice. Also, atomize them for resources, and Assemble them wherever you want to improve the ambience. Or toss one at a monster, maybe it will scare them. (light-sensitive creatures may be a thing)

Spoiler Alert!

To get an overview of what we’re planning for the entire Primoid, and an up-to-the-minute state of development, go check out our Trello board here



Posted by Data in Cave Vehicle Engine, Crush2D, Planetoid Pioneers - November 26th, 2016

CARNAGE

If you have been tempted to take the plunge with the one of the world’s most powerful 2D physics engine and tools, right now is a good time to jump since the Planetoid Pioneers Contributor Edition is a solid 20% off this weekend!

With it, you get a killer game development environment seven years in the making, and now also a real juicy preview of what the game we are building with it will play like. As a Contributor, you have a real chance to take an active part in the development of this unique action adventure!

The newest version with much of the content and features we put together during our team’s summer sprint called “Project Slovakia” is in this Contributor Build 3 (already available to our Contributor Community for a few weeks now).

Some of the highlights:

  • New local PvP game mode/Planetoid (“Carnageoid”) with three arenas
  • New tutorial segment on the “Primoid” Planetoid
  • Visual overhaul of many Planetoids
  • Smooth zoom out on large Planetoids, minimap overview system
  • Blueprint mass scanning unlock sytem
  • Refined pioneer controls and behaviours
  • Massive optimizations everywhere, and more to come
  • Pio can pickup any assembly up to 150kg
  • Pio and creatures can get knocked out by hard hits, especially to head
  • Pio can carry 200kg lumps of resources and throw them
  • Pio automaticaly prints lumps when he cant carry more resources
  • Pio can stow things on back, swap them with what is held in hands
  • Pio can use one-handed tools
  • Improved AI systems with behavior Zones in scene for simple setup
  • AI and Pioneer team tag system – build pets and helpers!
  • Improved player feedback via HUD
  • Tons of new and improved blueprints like tools, weapons, and structures
  • Fancy new particle systems, terrain assets, sounds
  • Hundreds of bugfixes, see them all here: https://twitter.com/DataRealmsDev
  • Lots of new useful Lua functions



Posted by Data in Cave Vehicle Engine, Crush2D, Planetoid Pioneers - June 15th, 2016

Knuckles Ride

So we’re a bit late with this one – it was supposed to be out a month ago, but we had several (good!) things distract us, like preparing for our two-month sprint with the core team together in a cabin in Slovakia, which is now ongoing:
ProjectSlovakia images on Twitter

Anyway, we did have some great feature news to share even back then, like:

  • New Labroid Planetoid Scene and Activity, with a monster boss battle in the core
  • Several new Blueprints like teleporter, flamethrower trap, new chests, etc.
  • Pioneers can now pick up and throw smaller, circular resource chunks (200kg) vs the huge and frankly unrealistic 1000kg ingots before (which required physics cheats to be lifted). The large ingots are still useful for storage and maybe for towing in a mining cart that is pushed or pulled by a robust Rover.
  • Entire Asteroid Belt maps can (theoretically) be completed now and are shown as such on the metamap. They are completed by successfully finishing all the Planetoids in them.
  • BP Fauna Knuckles: The first AI that is mountable, rideable, and controllable after having been printed (so it is friendly toward its creator). KNUCKLES SMASH!
  • Most printed AIs now ignore the Pioneer that printed it.
  • Abstracted out and added a generic biped move-behavior to the lua folder. Used both by Bot Flip and the new blueprint, Bot Sentry.

So go forth and enjoy the above in the latest build in the main (non-beta) branch on Steam!



Posted by Data in Cave Vehicle Engine, Crush2D, Planetoid Pioneers - May 14th, 2016

main-capsule

The first major build of Planetoid Pioneers Contributor Edition has been released, and it’s a juicy one! Major improvements include:

  • Primoid gameplay runs much faster
  • All Editor modes run the simulation MUCH faster
  • Carnageoid with last-man-standing gameplay
  • Lots of Scene Editor improvements and added layer control features
  • Steam controller support now works again
  • Better full-screen handling; two alternatives with Alt+Enter and Ctrl+Enter
  • Screen shake!

There’s plenty of other changes based on Contributor feedback, so head over to our repository twitter stream for the nitty-gritty details.

ALSO, we have opened up our beta branch for those of you who want the very latest features straight out of the oven! Just right click the Planetoid Pioneers entry in your library list and go Properties in the drop-down, and then opt-in to the beta under the Betas tab. (leave pw blank)

That’s all for now! Next major update will be gameplay and content-focused, so stay tuned ~

– the Data Realms team



Posted by Data in Crush2D, Planetoid Pioneers - December 12th, 2015

For everyone in the Pioneer Program (sign up here), this is a big update day we’ve all been waiting for.

Head on over to you-know-where to get it! Changelog and more info coming soon.. this is a big step from the last test build.



Posted by Data in Crush2D, Planetoid Pioneers - September 15th, 2015

The core team at Data Realms just spent the last three months working together at Stugan, showcasing during Gamescom, PAX Prime, and also having a series of meetings with platform holders including Nintendo, Microsoft, Sony, Valve, and several others. The responses were very positive, telling us that we have achieved a great foundation and direction for the project. However, it was also made clear that expectations have escalated for Steam Early Access, and we received wise recommendations to build more game content and polish before pulling the trigger. So, we have come to the conclusion that we should postpone the Early Access release of Planetoid Pioneers to early next year, instead of rushing it out the door this fall.

In the mean time, we will be updating the Pioneer Program test builds – if you are interested in participating, sign up at http://signup.planetoidpioneers.com

DRL Office Visits



Posted by Data in Crush2D, Planetoid Pioneers - July 26th, 2015


Check out what we’ve been up to so far at Stugan:


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