Alpha Build

Orbital Command Playtest · published

This build represents our complete Alpha Build. This means that all core systems are in, and functional without blockers. From here builds will see less new features and more polish, iteration, and tuning to get to our final gameplay experience.

Please note that some levels of controller support are still a work in progress.

**Deployable Station Updates**
* Deployable Stations now have a Lifetime Radial Timer that shows how long is left before the Station is destroyed
***Mine Station***
* Overall functionality has been updated to be more of a Mine Field Creator
* * The Station will spawn an initial set of Mines, and then more periodically until it is destroyed or the lifetime expires.
* Visually, this BP also got its own kitbashed mesh

**Ping Overlay Updates**
* Ping Overlay for the Targets will now match the color of the star in the system
* * This means there will be one consistent color for all the Targets
* * This also means the idea of Tiers has also been removed
* * The chance to spawn resources is not purely based on a chance float
* * The Player can increase this chance by ensuring that Targets are pinged with their scanner or Sensor Deployable Stations

**Bug Fixes/General Updates**
* Skybox now starts in random orientation giving more variety to the levels
* Further iteration on the Tutorial level, and the Objectives that are displayed
* Meteor Destroyed FX iteration
* Fixing Dyson Drone Thruster logic and reducing top speeds
* Credits cleanup and iteration
* Fixing Satellites not updating Planet Menu when destroyed
* Added FX for the Dyson Drone crossing the Warp Gates around the Planets
* Fixed Enemies getting stuck when navigating around the world
* Updated Boss Static Mesh
* Updated Occupier Occupation Beam FX
* Added lights to Enemies to make them more visible
* Updated Concealment Field Offset logic
* Missile Explosion Impulse scales with Charge PCT (75%->100%)
* Cleaned up how Debris for Huge Targets is spawned
* Reduced Shield Charge speed and increased Charge Delay after taking damage
* Cleaned up Planet Hit and Alert SFX logic
* Scavenger Spawn Chance logic was tuned to happen more at lower threat levels
* Fixed Enemy Missiles blowing each-other up
* Added protections to help when Resource Drones get stuck returning to a planet with no resource
* Suppressed a ton of SFX in the Front End Level