Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Future PerfectNewsUpdate 11 Released!
Game update

Update 11 Released!

Future Perfect · published 18 Feb 2015, 00:07 UTC

All newsPlayers around this dateRead on Steam

Weekly Update 11 is now live on Steam! Here’s a summary of the biggest changes...

Revised UI

This week we overhauled the layout of the editor UI. As we’ve developed Future Perfect, we’ve been adding new editor features and concepts as we discovered the need. As a result there wasn’t too much rhyme or reason to the layout. Although we still have more to implement, it feels like we’ve got a pretty good handle on all of the major functional pieces, so it was time to step back and think how they could be better integrated into a single UI.

https://www.youtube.com/watch?v=6TehCCCACdM

We’ll be iterating more on the UI, so please let us know what you think.

Although the new UI is primarily just a new organization of the existing one, it did give us the opportunity to add in an entity search feature. This should be helpful when you’re trying to locate a player spawner, sun light, or some other entity which might otherwise be easy to lose in a big environment.

Contact Message

We added a new message which is sent to a script when two collision objects come in contact. This is especially useful for implementing projectiles which are supposed to react when they hit something. Previously to accomplish this you had to add a slightly larger trigger around the object. The new contact message is an easier, more efficient and robust way to handle this.

https://www.youtube.com/watch?v=3T8ZufnGPAM

The crate in this video has a single script on it which plays a particle effect when a contact occurs:

function OnContact(message)
World_PlayParticles("explosions/explosion_small.particles", message.position)
end

You can find more information about how the message works in the documentation (see docs/messages.html in the game install directory).

Automator Selection

Selecting an entity with an Automator component on it will now also highlight any entities it generated.

This should make it a lot easier to tell what’s going on when you’re editing a level with a lot of Automators in it.

Lumberjacked

On the game development side work continues on a lumberjack game.

https://www.youtube.com/watch?v=3I0ibO1C93o

With the lumberjack game we’re experimenting with a slightly different art style, which has more of a hand-drawn or painted quality. Here you can see a new tree model in this style (along with it’s “being chopped” animation), and some wooden blocks that the play can use to build defenses against bears.

Most of the artwork in the game right now is still placeholder, but you can see some of the progress that we’ve made. There’s a new hammer tool for building out your defenses, and a beehive where the player can collect honey (just watch out for the bees!).

https://www.youtube.com/watch?v=Jmu17WZ8_sI

As usual, if you’d like to see some more detail on all of the changes that went into this update, check out our Trello Board. In addition to the things highlighted here, a bunch of bug fixes went into this build. The board shows all of the tasks we have planned, we’re working on and have completed for the next update.

If you’d like to help support the project and get access to all this progress, you can do so by purchasing Future Perfect Architect Edition from our website.

More from Future Perfect

Other announcements

All news
Game update26 Mar 2015Update 16 Released!Future Perfect Update 16 is now live on Steam! As usual, we update the Steam “beta” branch daily with the latest, and then once a week we push that out to the main branch along with a post summarizing the most interesting bits. Over the last couple weeks we’ve been focusing on the things we need to get done to bring Future Perfect to a wider audience. The main goal is to allow new players to ju…Game update17 Mar 2015Update 15 Released!The weekly update for Future Perfect is now live on Steam! Here are some of the changes in this update. Improved Thumbnails In the last update we added support the thumbnail images in the asset browser. This week we’ve improved them by adding images for collision, material, and particles assets. We also fixed a few issues with thumbnails; thumbnails will now always use high quality textures, em…Game update10 Mar 2015Update 14 ReleasedThe weekly update for Future Perfect is now live on Steam! Here are some of the changes in this update. Asset Thumbnails This week we implemented a long planned feature: asset thumbnails. Now when you open the asset browser in the editor you’ll see preview icons: Right now we only have thumbnails for models and blueprints (that use models), but we’ll be adding support for texture, material and…