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Author Topic: P.A.M.E.L.A.  (Read 16438 times)

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Offline Asid

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Re: P.A.M.E.L.A.
« Reply #105 on: October 25, 2018, 05:56:22 PM »
Update: PAMELA v0.4.5.6 is Live!
P.A.M.E.L.A.ฎ - The Other Guy

Hey Everyone!

This week’s update adds some much needed love to our poor NPCs. On top of our standard bug fixing Part 1 of our NPC update includes a much higher range of NPC diversity, new death ragdoll effects, and the (very) much requested ability for turrets to be able to target Stalkers.

Wait, you said Part 1? You haven’t said anything about a Part 2.

It’s a heck of a tease isn’t it? Feel free to speculate wildly if that’s a thing you’re prone to doing! In the meantime, here is a breakdown of what is in part 1…

•   NPC Randomization - We have added new variants to the randomization pool of many NPCs and smoothed out the logic for a much more interesting (and creepy) population of Eden.
•   NPC Ragdoll on Death - NPC death animations were proving “problematic” with changes in elevation and world geometry. But thanks to the power of physics and joints NPCs will now bounce, crumple and fall in all sorts of weird and wonderful ways. If you want to push the higher limits, look for items that increase Force.

•   Turrets are now able to target Stalkers once they are visible.
•   Sprint stamina costs have been reduced and speed has been increased.
•   Added sound effects for the medical station and augment station.
•   Added sound effects for Surgical Laser charge, activate and deactivate.
•   Lowered Observer threat level (so Afflicted won't stare at the blinking floating ball while you punch them in the back of the head).
•   Bumped up the running speed for Afflicted and Widow, as well as overall Reaper move speed.
•   Added a slight slowdown effect to player melee attacks when they connect to make them feel more impactful.

•   Fixed an issue with our animation blending causing phantom hits when the NPC was clearly doing something else.
•   Added a collider that was missing from a wall in Garrison Armory.
•   Fixed an issue where the wounded effect and sound didn’t apply after continuing the game from main menu.

OK, that’s it for me for now, but I’ll be back soon.

Thanks everybody, and as always, let us know your thoughts in the comments and forums!

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Offline Asid

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Re: P.A.M.E.L.A.
« Reply #106 on: November 09, 2018, 12:06:11 AM »
Update: PAMELA v0.4.7.0 is Live! Ranged NPCs Combat Improvements
P.A.M.E.L.A.ฎ - Mirus

Hi everyone!

Today we have a pretty exciting update that includes a number of exciting improvements as well as a big new feature! We've added ranged weapons to both the Seekers as well as Stage 1 afflicted which should definitely change up combat quite a bit. We've also made the player motor feel more responsive and a little bit faster, especially when walking sideways and backwards. You will also notice that punching has been sped up significantly. All of this put together is a big improvement on combat, and you'll be seeing quite a bit more of this in the next update or two.

To give you a little taste of what's to come in the next update, we're currently tweaking weapons to be more common, spawn with random durability, random upgrade nodes already slotted as well as a larger difference between a non-upgraded and a fully upgraded weapon. We'll also be improving the new ranged NPCs, so please comment about any feedback you may have about them!

Other than all of that, there are some nice fixes which you can read about below!

Have a great weekend everyone and enjoy the update :)

•   Added ranged weapons on Stage 1 Afflicted and the Seeker.

•   Made punching faster and more responsive.
•   Made the player movement more responsive.
•   Changes were made how NPCs choose a new target, they shouldn't bounce back and forth between targets anymore.
•   Quick melee feels more consistent, your fists will stay raised.

•   Fixed NPC gravity so that they no longer hover when coming down the stairs or falling off a ledge.
•   Fixed a bug where stomping could cause the player's fists to stay raised forever.
•   Removed a few NPC door triggers that shouldn't have been there in Arcadia.
•   Loot now clears off corpses correctly.

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Offline Asid

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Re: P.A.M.E.L.A.
« Reply #107 on: December 13, 2018, 02:02:05 PM »
Update is Live - Geist Update
12 December - NVYVE Studios

*This update will wipe saves due to the large nature of what's been added*

Hi everyone!

Today we are very excited to release our long-awaited Geist update. We've been working on this one for quite a while now and there's a lot to cover, so let's dive in!

New Area
We have a large new area what was previously unreachable, the contaminated nanite area on the other side of the red glowing fence in Oasis. You won't be able to get there right away without being injured, you'll have find some new items to craft the new Hazmat suit. The new area is full of never before seen dangers, low visibility and new challenges. This isn't for the feint of heart.

New Enemies
There are two new enemies that you'll encounter, the Shade and the Revenant. Both were once human, but due to the extreme concentration of nanites in the area, are now only husks of their former selves. You'll have to figure out what their weaknesses are before engaging a group of these!

The Shade is the more common of the Geist creatures, keep your eyes and ears open as they fade from cloud form back to physical in the blink of an eye.

The Revenant is a powerful new flying creature that has control of the nanites around him. He can materialize Shades around him and cast destructive projectiles from a distance.

Contamination Spread
There's a new mechanic that's been added that will come in to play several game days into each play through. The nanite contamination is beginning to spread throughout Eden and you'll begin to find the Geist characters in new places other than just behind the red wall in Oasis. They might be worth exploring if you have your Hazmat suit handy.

NPC Combat
NPCs have been more more aggressive across the board and numerous tweaks have been made to help make combat feel more responsive, faster and fun.

And Much More
As always, check out the full list of changes below! We hope you love this update and we can't wait for your feedback on it. Have fun exploring the new areas and trying to master the new enemies and combat.

•   New Geist area outside Oasis.
•   New Shade NPC.
•   New Revenentant NPC.
•   New Geist growths that spread throughout Eden.
•   Afflicted can now play dead.
•   You can now press the 'IVG' button (default 'R') to pick up all from a container.
•   New Blood FX and sounds.
•   New Hazmat suit armor.
•   Added death effect for Observer.

•   Melee weapons are now more responsive.
•   Weapons are now more common.
•   Weapons have been made weaker by default.
•   Equipment now have randomized durability when spawned.
•   Upgrade core drop rate has been increased.
•   Equipemnt can now be found in the world with some upgrade nodes already in them, be sure to check equipment that you pick up, it might be better than what you have now.
•   Javelin has increased rate of fire.
•   Javelin has faster draw back time.
•   NPCs now pull allies from a much further distance when in combat.
•   Ranged NPC projectiles have been sped up and made easier to see.
•   Halved resonance damage from 10 to 5.
•   Map icons have been made smaller so they don't block the map as much.
•   NPC combat has been tweaked, they are far more aggressive now.

•   Enemies could attack themselves to death after getting blocked by a shield.
•   Fixed some issues with aror set bonuses.
•   NPCs should now despawn correctly when the world resets in a permadeath game.
•   Fixed a bug where you weapon could stay in its overcharged state.
•   Added some extra save/load protection on the player corpses.
•   NPCs would misjudge distance to the Observer because it's a flying character and sometimes would run in to it forever without attacking.
•   Stage 1 and Stage 2 NPCs were giving out the wrong amount of XP.
•   NPC inventories were not clearing on respawn.
•   Tweaked the values on some prefab pools to help lower memory.

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Offline Asid

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Re: P.A.M.E.L.A.
« Reply #108 on: December 18, 2018, 04:15:23 PM »
Patch is Live - Holiday Bugfixes
P.A.M.E.L.A.ฎ - NVYVE Studios

Happy Tuesday! We've got some pre-holiday bugfixes ready for you to enjoy, all to do with the recent Geist update, along with a deadly new trap to craft.

The most egregious bug that is resolved in this patch pertains to buliding not being allowed in certain areas - build away to your heart's content!

Check out the full list below, and enjoy! From the NVYVE Studios team, have happy holidays and an excellent New Year!

•   Added Blaze Trap

•   Shock trap deals less damage but also stuns enemies
•   Electicity damage now deals 1.5x damage to robots
•   Fire damage now deals 1.5x damage to Geists

•   Fixed certain zones which were incorrectly blocking buildable items from being placed
•   Fixed a blockaded area in which player could get stuck in new Geist area
•   Fixed several props overlapping with level geometry
•   Fixed several floating item spawn points
•   Fixed an FX texture which was not scrolling correctly
•   Revenants now correctly trigger traps
•   Eletricity attacks will now correctly buff the Revenant's damage

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Offline Asid

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Re: P.A.M.E.L.A.
« Reply #109 on: January 30, 2019, 12:49:53 AM »
Update: PAMELA v0.5.1.1 is Live: Optimizations and Game Balance!
29 Jan - NVYVE Studios

Happy Tuesday! We've got a fresh new update ready, including a major rendering optimization and a whole ton of game balancing.

Performance optimization has always been high on our list of priorities, and lately we've been doubling down in this area to alleviate some of the issues plaguing many of you. This update includes a pretty significant optimization that deals with some back-end distance culling of dynamic objects in the game. In our testing, we saw a pretty signicant reduction in object drawing cost.

On top of this, we've been working with the fine folks over at Unity to get PAMELA upgraded to the latest version of the engine. Since we rely on some custom engine code to bring PAMELA to life, this process is a bit more involved that it would be for a game running on vanilla Unity. The good news is that we've made some solid headway towards this goal, and (fingers crossed) should be able to push a live build on this new version (Unity 2018.3, specifically) in the near future. Other than benefiting from a bunch of engine bugfixes and stability improvements, we will be able to implement some awesome new features such as Texture Streaming which should net us even more performance improvements.

Aside from optimization, we're working towards the next, most meaty update of all time – the Story update. This has been a long time coming, going through multiple iterations on the drawing board, and we're as anxious as you are to get it out the door. Once we finish up some of the remaining optimization tasks and get the core foundations solidified, we'll be moving full-force onto this major update.

We want to thank everyone for their support and patience. It's heartwarming to hear from those of you who've been with us right from the beginning over a year and a half ago. Although the path to getting PAMELA 1.0 out the door hasn't been a straight line (when is it ever, in game development?) we are commited to making it happen as soon as we're possibly able.

Hope you enjoy the update! Let us know your thoughts on the balancing tweaks in the comments, and stay tuned for the next update.

•   Added Genesis and Nirvana themed versions of Sec-RTs

Balance & Improvements
•   Implemented a rendering modification which uses more efficient distance-based rendering for dynamic objects, yielding a 20-40% reduction in amount of (unnecesary) objects drawn
•   Reduced enemy senses slightly to make sneaking slightly more forgiving
•   Nerfed shields slightly – recharge delay and delay penalty after overloading shield have both been increased slightly, and shield now drains slowly over time when activated
•   Enemy spawn rate has been modified so that after “clearing” an area of enemies, you will have a brief window of calm before enemies start spawning back in
•   Base fist melee damage has been increased slightly, with a slight reduction in knockback strength
•   Added flytext to indicate a level-up
•   Slightly reduced item drop rate
•   Increased base thirst and hunger drop rate slightly
•   Increased sprint stamina depletion rate
•   Increased base NPC damage, and reduced base NPC health

•   Fixed bug with randomized weapon starter upgrades not instantiating correctly
•   Fixed bug with randomized weapon durability not applying correctly
•   Fixed flashlight type & description not saving correctly in some instances
•   Crafted items will now (correctly) spawn with full durability
•   Fixed infinite Sonar Pulse audio cue
•   Fixed a dye bug in which player's dye color would affect NPC weapon color as well
•   Fixed a bug in NPC pathing that prevented them from crossing doorways
•   Fixed an unreachable keycard in Arcadia

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Offline Asid

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Re: P.A.M.E.L.A.
« Reply #110 on: April 06, 2019, 12:15:18 PM »
Dev Blog #88: Development Update
25 Mar @ 9:49pm - NVYVE Studios   

Happy Monday! It's been awhile since our last update so we wanted to share what we've been working on, and why we haven't been able to push any updates in the last little while.

We've been quite busy on a few fronts lately! First up is Optimization & Porting to Unity 2018.3.

Optimization and Unity Version Porting

We've been pushing for some time now to port the game forward to the latest version of Unity, which we've largely finished, but are unfortunately being held back by waiting for some custom engine features to be ported forward alongside PAMELA.

Long story short - the folks at Unity added some extra bells and whistles to help us bring PAMELA to life on the previous version we were using (2017.2) and now those changes need to be brought forward to 2018.3

What this means, sadly, as that we can't launch an update using a "standard" version of Unity, and are waiting on Unity for these fixes to be ported forward. We could have stayed on 2017.2, but we REALLY needed access to some new engine features and optimizations to address performance concerns;
we were stuck between a rock and a hard place, so to speak.

The good news is we've done most of the hard work and are just waiting an a stable release version from Unity.

On the optimization front, we've also worked on reducing the amount of memory item spawning took up, as well as some music memory optimizations. Along with texture streaming (a new feature of Unity 2018.3) you should see some pretty significant memory improvements on the GPU and CPU.

NPC Abilities

The Widow and Reaper have received some love, gaining some nasty new abilities and attribute tweaks. Widows will soon have very poor eyesight but excellent hearing, as well as a deadly lifesteal attack.

Reaper are gaining a Roar attack, which will drain stamina if caught in the blast. This ability makes them an even more fearsome melee combatant!


We've done a wave of item spawn balancing, including readjusting the game's economy to encourage exploration of higher-level areas to find rare items.

Story Mode

Last but definitely not least is Story Mode (which will be the default option when we hit 1.0 release). We've been working on a ton of foundations behind the scenes, as well as designing new items and areas. We're moving full steam ahead on this and are aiming to be getting it out into the wild later this summer.

That's it for now! As soon as we're able to resolve the Unity engine blockers we mentioned above, you'll be getting a pretty meaty update. We can't wait for that to happen, and want to say thank you for the patience while this gets ironed out behind the scenes.

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