GAME UPDATES (AKA THE SHOW AND TELL SHOW) #5
GREETINGS EMPLOYEES
SHOW AND TELL - EPISODE #5
TOPLINE UPDATES
A special thanks to those who helped complete the alphabet (maybe the next step is getting a dedicated channel for it)
REMEMBER that the next games night is on 26th July (check out dev-chat in the Discord for more info or the events tab )
Now onto some really important bits:
CHARACTER SUITS (and tiers)
We've been working hard on making the characters feel a bit more like 'Employees' (like you guys). Each of the suits are being created with functions in mind that follow the philosophy of AWD Industries
The suits are tiered from 1-5, and focuses on different challenges (like radiation) you'll come across in the game
The radiation suit at tier one looks something like a hazmat suit. Each tier adds more functionality, such as monitoring, decontaminating and recycling air to keep Employees alive for as long as possible
VEHICLE VFX
If you like explosions then you will love this one
We've added in VFX when destroying vehicles and/or engines, which now feel far more dramatic / satisfying when you blow other peoples vehicles up
as you can see, big boom
ENGINE DESIGNS
The engines in the game have now gone from a cardboard box to completely reworked engine design models. Models differ per engine, so now if you've got a massive engine you can tell (which is great)
delicious engines (far better than the cardboard boxes from before)
MORE COOL WEATHER STUFF
DUST
dusty and mysterious
We've added in a layer of volumetric fog which hugs the landscape. We've worked hard to make it feel very immersive without limiting visibility too much
WIND
Wind in the game now has two layers - Ambient & Surface. The ambient wind layer gives larger scale wind gusts in the air, simulating microparticles of precipitation
The surface layer provides movement across ground and slopes, simulating the impact or splash of precipitation and wind (basically the weather reacts better with the conditions in the world)
INTERIOR FOG
When you're inside buildings or structures, each now has its own atmospheric setting which differentiates it from the outside world
LIGHTING
We've implemented a stable dynamic global illumination model (all very important and technical obviously) that gives us loads of artistic control. light now bounces off things more naturally, and the shadowing in certain areas is softer than before (more immersion basically)
OVER AND OUT,
Amy and Tobes

