|||| 8 - 15 nov 2014 ||||
7DFPS ...
Orbital Asset Recovery
by Bundesware | submitted for 7dfps |

12

20


Tag line
SPACE!


Download links (see about for more)
About
While attempting to recover a derelict ship, the emergency crew discover the ship has been infested with aliens feeding on the power supply. The crew must return power to the ship and set it on a course back home. Code: Stuart "Hernan" Heap (@HernanBund) Art: Harry Ridgeway (@h_werke) Screenshots: http://h-werke.tumblr.com/post/58458734288/screenshots-from-our-mine-and-hernans-7dfps Video tutorial: https://www.youtube.com/watch?v=lohQ3_TMp7Q&feature=youtu.be Controls: wasd: clamber over surfaces. Space: Jump. E: Grab surfaces, objects etc. Mouse 1: Fire laser. Mouse 2: Throw held object. Mouse 3: Throw/retrieve tether. Mouse wheel: down - pull in tether. up - let out more line on tether. L: Lights on/off Objectives: Recover the power cores and put them back into the reactor. Then, make your way to the bridge and activate the ship. Note: Lasers can be used to cut through closed doors. Batteries can be put into their respective slots to power nearby lights Note: For some reason the webplayer build seems to get better performance than the standalone. The linux build is completely untested, but I thought I'd put it up just in case.
Several says...
It looks like you've bundled together a respectable collection of immersive details here—the suffocating mask and laborious gait of the player, the loose zero-g objects, the glowing aliens whose corpses actually linger after death—and the door-welding mechanic! The welding seems particularly neat. Unfortunately, I don't seem to be achieving anything. I've picked things up and thrown them at other important-looking things, tried bumping into various surfaces while holding various, and turned doors black around the edges (perhaps I need to weld quickly enough that the entire outline is glowing, then bump into it? My mouse & trackpad sensitivity are way too high to make this feasible). But I'm still trapped in the same room. Confusion and the aforementioned laborious gait leave me feeling somewhat frustrated. But all of this can be polished, I'm sure. Mouse sensitivity options & images that tell sleep-deprived strangers like me what a battery, a light, and a slot look like in this world would do wonders. I'd be very interested to see this refined & expanded.
RedRogueXIII says...
Yeah I pretty much agree in entirely with Several. Cut a door and then ??? I end up tethering myself to it and then the physics go a bit nuts. A video playthrough would be nice, as it is a shame for all that hard work to be unplayed and forgotten after the initial frustration and confusion from not knowing what to do.
Bundesware says...
On doors: as you're lasering a bit of door, it emits light (there should be sparks too, but for some unknown reason, they only work in every other build), when this stops, that section is done, and you can move onto the next bit. So while you may have the entire outside of the door "cut", the cut hasn't gone all the way through. I'm not too sure about making a video tutorial for it, as I think a lot of what makes this game a thing is just seeing the ship and exploring it. A video might take away from that a bit, but I'll think it over.
Harry says...
also, the "laborious gait" you mentioned was intended to make "leaping" in zero g and reorienting to surfaces the ideal mode of travel. Hold space to "charge" a jump and release it. youll leap off in the direction you're "aiming," and then you can click E on a surface to orient to it, to make another jump.
Hm, looks beautiful, but every time I start playing I just move towards the door and get stuck in it. I can see through the door if I face one way, and see the room if I face the other - and am unable to move. I'm going to persevere though because I was very excited about this. -Rhys
Harry says...
...yeah, i think we're gonna need a tutorial or something. it all feels intuitive when youve been testing it every day :D
Several says...
Ah! I'd initially read "jump" to entail jumping with gravity, and when I tried tapping "jump" while walking forward and saw no visual change, I just assumed it was buggy. Granted, I was quite sleep-deprived, hadn't noticed anything obviously indicating zero-g yet, and between the z-fighting on the underside of the doors, the dead and (at the time) strangely still airborne aliens clipping through the camera, and the non-functional "quit" button, there seemed to be a lot to support this conclusion. It was quite a bit later when I realized that there was no gravity. Back to the present: the zero-g jumping is another one of those lovely details! And armed with these two nutritious crumbs of knowledge (A: how to launch oneself and land, and B: how to cut through doors), I've made some progress. Specifically, I've turned on the lights in the main hallways and put all three of the things in the pillars. I've also cut all the doors I've found, bounced around some large dark rooms, and killed more aliens. But searching for more to do became too tedious. So: revised list: 1. Yep, still need better/more instructions in-game. 2. Mouse3 doesn't seem to work for me. I've never managed to use this mysterious "tether." 3. Door collision is a bastard. It seems impossible to walk through doors, and jumping through them seems to only work half the time—I just get stopped mid-air, and sometimes have to wait to get near enough to a surface the resume exploration. (The most reliable method I found to pass through a door involves grabbing onto it sideways, then trying to grab the floor on the other side, while walking forward. Sometimes this results in floating infuriatingly slowly through the air, though.) 4. Walk orientation in the large rooms with 45° angles toggles between two different angles, which is rather disorienting. 5. The two(?) big, mostly empty dark rooms are a pain to search. Maybe adding a couple of flares to temporarily light up the large rooms would help. Or the ability to grab & drop the alien corpses could allow you set them down as landmarks to orient to. Again, I don't want to come off too negative—there's a lot to like about the game—there's just also a lot that's getting in the way of those likeable bits.
Harry says...
that's actually excellent feedback. tossing alien corpses would be awesome. i'm gonna talk this over with hernan.
Harry says...
oh btw - flares were meant to be in both for illumination and "alien bait" but were scrapped when we realised we were short on time :)
Bundesware says...
1. On better instructions: I appreciate the problem, but I'm not sure the best way to address it. I feel the exploration of the ship is a good deal of what the game has to offer, and that would be ruined by a video playthrough. But keep letting us know what you find difficult, It's really helpful to know what others find difficult. 2. Mouse 3 not working: Not sure about this one - it works for me in standalone and web builds. More testing is needed I think. 3. Door collision: Is indeed quite a bastard - We tackled this problem a fair bit, but couldn't find a good solution. The best way through in my experience is to carefully aim your jump right at the centre, and if you get stuck, use your tether to pull yourself out. (which isn't much help to you, as your tether isn't working). 4. On disorientation: Not sure how this can be addressed. Not orienting to the surface could also lead to disorientation, and controls to control orientation might overcomplicate things. 5. Flares & Corpse throwing: As Harry said, a great idea. When we've finished recuperating from the last week I reckon we'll put it in. Btw - there's four reactor cores to put into the reactor pillar, not three.
Several says...
Ah, to clarify, I wasn't the one advocating a video walk-through. I'm inclined to agree with you, though electing to watch the video seems more like an alternative rather than a supplement to playing the game. I believe that person's argument is basically "There's so much to love in the game, but it's so hard to get to it. Why don't you show it to us?" This is somewhat separate from the matters of tutorials/instructions. 1. For instructions, visuals help. Add some images depicting some of the kinds of things you can find, and where to place them (at a minimum, just a battery and the slot it goes into, since having all of the lights off makes things exponentially more difficult, and this achieving this first step helps a lot in realizing what the game has to offer) would be a good start. Also, of course, some graphics indicating the relationship between controls and in-game actions (say, in addition to an illustration of what each button does, there could be a a sequence of images displaying the zero-g jumping [1) look in a direction, 2) hold space to charge a jump 3) release space to jump & disable the boot-magnets 4) glide gracefully through the vacuum 5) while facing a nearby surface, press e to re-activate your magnets and attach to it], and a sequence of graphics indicating how to cut through a door (also pointing out how to tell if a section of door has been fully cut through)). It's better if these are available in-game, rather than elsewhere on the page, because people will generally be focusing on the game itself, not so much the text stuff nearby it. 2. Adding another key (q or f or alt or something) to control the tether should cover this. Or allowing controls to be configurable. (And don't forget to add mouse sensitivity options!) 3. Since Unity offers multiple "layers" to handle collisions, you might try adding a smaller child collider to the player, and changing the collision flags so that the bigger/normal player collider doesn't hit the doordrame after it's been cut through, only the smaller one does. Or you could just offer two versions of the door colliders—one with the door attached, so you can easily walk over it, and another with the door detached, which makes the doorway a lot wider and easier to pass through. 4. For disorientation, I didn't mean suggest extra controls, but rather either revising how the reorientation works when walking over 45 degree angles, or revising the interior architecture of the ship—with the camera swinging about, it's very hard to look around the "core" room, and easier to get disoriented in the big dark rooms (although for the latter, the flares will help a lot). Oh, and as much of a pain it may be to implement, a save system would make it much easier to return to the game later.
Harry says...
this is all good-ass feedback. I'd thought for a sec that a gui showing diagrams of the useful items would be good, we will probably dig into that when we revisit this, as itll be an easy thing to add. We only did playthroughs in "multiplayer" and, of course, we already knew what we were doing. The feedback really is appreciated because user friendliness was extremely low on our list of priorities during the 7 days. It'll be good to tune this up into something people can enjoy out of the box.
HuvaaKoodia says...
Fixing all the small bugs and glitches (camera clipping through things, door collisions...) is your highest priority no doubt, but here are my five cents on top of that anyways. -Only having to laser cut through the hinges (locks?) of the door rather than the whole frame. -Ability to pull oneself towards a point with the tether. -Ability to cut/detach the tether at all times, not just when right next to it. (This is because the tether bugged inside a wall once so that I couldn't recover it at all.)
Bundesware says...
You can pull the tether in/let it out with the mouse wheel - seems i forgot to put that in the controls list... So it can be used to pull yourself to a point.
Bundesware says...
We've put up a quick and dirty video tutorial on the basics if there's still some people playing around with it and want a bit more explanation. We don't give anything away really, just some explanations of the mechanics that should have been better communicated, and how to work your way around some of the bugs. https://www.youtube.com/watch?v=lohQ3_TMp7Q&feature=youtu.be
Suggestions: An alternate button for tether operation. My laptop only have two buttons, so it's just possible to use it. Also some visual feedback for charging your jump would be good. I was just tapping it for ages.
Bundesware says...
Uploaded a new version of the webplayer version to the same location (if there's not a link to the youtube video at the bottom, force a refresh). I added some keyboard tether controls, and made doors more easily navigable. Also a couple of bugs here and there. Keep that feedback coming.
Cheeseness says...
Oh wow, this is neat. So atmospheric. I don't have anybody to play with at the moment, and I'm too much of a sook to play on my own, but I'll definitely be coming back to spend some more time with it! :D Thanks for providing a Linux build!
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