Skyfear | Commits
https://playskyfear.com
Last updated Nov 7 2024
What is this?
Tasks that have been completed in Skyfear’s development, broken down
into the months they were completed in. This document is updated about
once a month, but sometimes later. The purpose of this document is to
provide a resource for players to see the game’s development and for
their own information and assessment. Please see Release Cycle for
more information about game updates.
Want to play experimental
builds?
If you own a copy of Skyfear, you can switch to the experimental
branch by switching your Steam installation to that under ‘Betas’. (How To Activate Betas)
November 2024
- Tweaked/fixed horns positions on player model’s head
- Finished fixing issues related to ending battles automatically when
lives run out
- Fix an issue with the game clock in spectator view when paused
- Created a set of ‘common’ servers for generated single player
matches (still experimental)
- Secured approval from Valve to launch under Early Access
- Fixed a bug with spine cosmetic previews
- Store page updates
- Redefined main menu button names/descriptions
- Testing Unreal export of skeletal meshes
- Updated all help/guide screens
October 2024
- Performed a stress test on service component simulating 10,000
active players
- Fixed issues with server browser player count
- Fixed/finished implimentation of [experimental feature] single
player sessions generated in the server browser
- Improved server browser buttons / layout / animations
- Fixed meteor brightness
- Fixed issue where live limits being reached were not necessarily
being considered to end the game early; now the game will automatically
end if only one player remains with time left, so they don’t need to sit
there
- Added/finished bot chat [experimental feature]
- Updated/fixed store page
- Fixed/improved match kill feed text
- Fixed in-game music. Now plays throughout battle with some delay
between tracks
- Made spore light taller for viewing at larger distances
- Fixed an issue where sometimes a player name would be blank in the
kill feed
- Save data DNA now includes branch name
- Improved teeth shader
- Fixed waterfall loudness
- Increased magpoint net relevancy square
- Fixed level-up in Experimental branch not working
- Improved roar and bolt fire animations
- Changed amount of orbs that spawn from death now influenced by
ability charge; the more your ability is charged the more orbs come
out
- Orbs now slightly slower, less travel
- All axis based inputs now have a fixed max range that they are
clamped to (for extreme cases)
- Fixed issue where Magpoint would be stuck on ‘contested’ even when
nobody is there, in single player
- Spore eggs are translucent now: and have some visual asset inside to
represent the contents inside. This gives the player more to inform
their decision making, while not totally spoiling the surprise.
September 2024
- Reduced time to spawn spores when returning to Lairworld
- Improved a few sound effects
- Fixed some spawn points on Chasm that were messed up
- Removed wind/airflow effect on ‘sprint’. This was the cause of some
strange visual artifacts specifically on Eden, which made the game look
very broken. Improvements to this effect were already planned for later,
so I just removed the effect for now with the plan of re-doing it
altogether later. As a result, the artifacts on Eden are fixed.
- Improved ambient audio on all environments.
- Brought back dirt masks in post processing. Might remove, might make
it an option.
- Fixed MORE issues with Cloak, when holding the Crown
- Music is played during matches now generally
- Made sure music plays on intro
- Updated new save data creation per branch – now separate saves with
different startup behavior
- Create Exeprimental branch upload script/pipeline
- On gamebuild tag, use universal build no. variable and build profile
enum
- On create save data, use build profile enum
- Create/edit build profile enum variable
- Create/edit universal build no. variable
- Create warpath string format
- Went over unlocks database and adjusted prices/details
- Added ‘recycle’ of data to bots to help with handling changing of
gameplay over time
- Archived Epic’s physics asset documentation
- Created upload scripts for exp branch
- Added brand assets .zip to website
- Created commit log asset
- Created release cycle asset
- Finished doc build scripts
- Improved visibility/shadow effect on pterosaurs, bots, and
players
- Improved pterosaur shader, made it whitish gray
- Fixed various bugs related to using Cloak ability
- Re arranged Main Menu; Moved Loadout and Customization to main,
moved Stats to Career screen
- Cleaned up discord server and public URLs
- Fixed various bugs on the customization menu
- Created warpath data structure
- Finished/fixed ability to select “None’ for tails, horns, and
spines. Unlocked by default
- Improved bots reaction to player attacks
- Improved bots decisions regarding their interest over time
- Renamed domination to “Magpoint” – to both distinguish itself more
but also to be more accurate to the updated objective
- Fixed/finished domination zone sphere blocking magic attacks
- Removed ‘ticker’ in server browser. Will revisit this idea at a
later date…
- Cleaned up sys admin documentation in case I need help down the
line
- FAQ updates
- Archived old discord channels
- Created new spines
- Created new skins
- Created new eyes
- Made sure clan tags are used in log statements
- Cleaned up backend log messages formats and delivery
- Fixed issues with ‘skin warble’
- Fixed issues with death/respawning in the Lairworld
- Fixed the math used in the Unnatural perk. That was bad. I was
multiplying incoming damage by 0.2, not 0.8, in regards to its 20%
reduction promise.
- Revived feedback/request API resource & client menu
- Store page touch-ups
August 2024
- Added more options to single player post-game: Edit battle and go
again, have game randomly generate a new battle, or replay same
setup
- Fixed player name entries no resetting when defaults button is
clicked
- Added clan tag option
- Verified bots can win games by themselves
- Cleaned up / finalized title screen
- Added server domain bypass option for testing
- Added pyrite information to help menu
- Reconfigured testing server
- Changed domination - one zone only, magic cannot travel through
barrier
- Improved domination zone art assets
- Make domination zone larger
- Fixed crown position on player model
- Patched newly found security vulns based on news from providers
- Cleaned up all websites file storage, files, delivery, to reduce
bandwidth load
- Created content guidelines
- Fixed crown holding text
- Added tooltip for player region select
- Set region in server browser to use player’s profile region by
default
- Made sure ‘hitflash’ effect fully restored on any new shaders
- Updated spores page in the help menu
- Started removing old debug printings
- Added “letter to the player” on first game startup
- Updated shroud description
- Improved shroud art assets
- Made shroud chase the first player it ‘sees’, making it more
useful
- Improved dust icon
- Changed list button selected/unselected colors, made a bit more
consistent with what players are used to
- Improved bot difficulty setting impact over every mechanic
- Adjusted position XP delivery element on HUD
- Add “[BOT]” tag to bot names to make sure that’s understood
- Improved visibility of domination HUD elements
- Lowered bots difficulty minimum in the settings
- Geysers temporarily removed. Decided these will be restored at a
later date after more deliberation and testing…