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- WHAT WE FIXED:
- GAMEPLAY
- H4CK 4LL 7H3 7H1N95
- Ever messed around in Piazza and had a robot run off with your precious data? Well no more! You can now reset MINOS circuits in Piazza.
- No more lurking at the vending machine to get your data back!
- WAIT HOW DO YOU KNOW ALL THAT?
- Foster knew too much. He now knows less.
- HINT LOGIC IN APARTMENTS
- The engine now has a better understanding of what the player is thinking
- HUNTING FOR CLUES IN APARTMENTS
- ..or as its referred to internally: "Loz's Crazy Palace of Code"
- We realized the puzzle was a little strict, and the game now lets you discover things in more than just one order.
- WHAT COSTUME SHALL THE POOR BOY WEAR
- At some point during the game, Foster would just wear something completely different for no apparent reason.
- Unless of course someone had put a space at the end of the costume name the engine tried to reference.
- That would then lead to weird referencing issues. That would have been embarrassing :)
- TECHNICAL
- THE MINOS PUZZLE THAT LEFT YOU BAMBOOZLED & STUCK
- Do not untag this unless you know exactly what bug we're talking about here:
- Why did this happen:
- TL;DR: GG. We played ourselves.
- How we fixed it:
- Huge shoutout to your fellow gamers over on Steam who shared their gamesaves with us, and walked us through what went wrong.
- Due to it being a loading issue that got you stuck we had to save the game in a very specific condition,
- in order to experience the loop people were stuck in.
- Unfortunately we could not change this in existing gamesaves without risking people without this issue getting strange results,
- so we have to ask you to reload from your last gamesave.
- CAMERA IMPROVEMENTS
- When standing too close to walls or objects with your back, the camera could sometimes go inside a character model,
- or even yeet itself into the next room over, which in turn dulled the audio like you were eavesdropping on your own game! - Well no more!!!
- Cameras now understand that they are better than walls, and can, in fact, overrule them.
- RUNNING UP THAT RECYCLING CENTRE
- When walking to a very specific spot in Recycling Centre, you could wiggle into a spot that would make you fall through the world,
- resulting in many being able to walk around the city floor! One of the cooler bugs.
- Why did this happen:
- Just collision bounds issues, you wouldn’t understand..
- What you visually see in games doesn’t necessarily exist as a solid object. The job of telling you which objects are solid,
- and what gives you resistance, and by how much, is down to a completely separate system.
- A lot of these resistance meshes keep a simple geometry (think hitbox). But yeah. In a shocking plot twist nothing is real in Unreal Engine.
- Does just what it says on the tin.
- Anyway, a small gap did not have enough resistance and it meant you could shimmy down where you should absolutely not!!!
- LITTERING
- Really, Foster?
- Why did this happen:
- It’s not Foster’s fault really. While bin animations were standardised, the height of bins across Union City was not.
- Additionally:
- When you interact with an object that has a specific animation attached to it, for example the Spankles vending machine,
- what is really happening is that you the Player, are travelling on a NavMesh:
- Imagine the map being covered in green blankets that AI can travel on and when you, the Player approach a location to interact with an object,
- it has an animation attached to it (like the Spankles vending machine).
- Now Imagine that NavMesh is not lining up correctly - that would lead to all kinds of nonsense.
- In conclusion:
- Foster is blaming his terrible aim on incorrect bin heights, and standing too far off to be able to make the shot.. okay.
- NPCS
- EMBER
- This was a very rare occurrence, but for some players Ember would be impossible to interact with.
- Why did this happen:
- This was due to the indicator; the little white circle.
- Unreal Engine knows when you, the Player, are looking at for example Ember, and will make the indicator appear, thanks to a timer.
- Now imagine someone was constantly resetting that timer because they told Unreal Engine that something moved when it was not looking.
- Basically Ember was convinced she had to approach a particular spot that didn’t necessarily exist. She couldn’t cope with that failure and kept resetting.
- Never being in one place long enough for you to look at her, and for the indicator to appear, Unreal Engine translated this to: no actions available..
- It's like when you ask your dad for something he knows mum said no to. Well, we overruled them both.
- YOU CAN’T GET THE STAFF THESE DAYS
- The Apartment Cleaning robot was having trouble with a couple of things, including with how much water was currently in it.
- This alone is forgivable, but it made life really hard for poor
- THE FOSTER LEAN™?
- A little similar to the NavMesh issue, when Foster would approach an object, like a door, we would tell your character model to get
- "in position to THIS LOCATION " to start this animation.
- We set the approach location where Z is 0, but because it was relative to another in-engine approach arrow that was slightly moved,
- and set Z to (for example) -30, basically instructing Foster to limbo through the door.
- Foster is an obedient boy.
- 2 SLOW 4YR GUNS
- Foster is not a vehicle and is not allowed to enter Union City without one.
- When stepping into the entrance area 2 very helpful lasers will inform him to move his meaty butt out of the entrance zone in 10 seconds or less; or else.
- While 4YR is a valued employee bot, and is welcome to shuttle through this zone.
- BUT: If Foster interacts with 4YR while lasers are pointing at him counting down from 10, the countdown doesn’t just stop until you two are done talking!
- In fact Foster would be mercilessly taken out with a dramatic death scene.
- Except, after dying… he’d just get back to chatting up 4YR?!
- We put an end to this nonsense!
- 4YRIDE INTO THE SUN
- In a horrific oversight, some of you figured out how to ride 4YR like a steed.
- Why did this happen:
- “Step up” is enabled by default and we forgot to switch it off on the
- So while you can not “step up” on 4YR in general, you could totally do it while
- Lead to some truly amazing gifs though..
- LET GRETA REST
- You used to be able to catch another conversation with Greta the Hologram, just when she was about to fade out, making her invisible!
- We made sure she can shut herself off in peace now.
- PANIC! AT THE MUSEUM
- In the Museum the father & daughter duo were completely different AI to the generic museum NPCs,
- and therefore had the intelligence to avoid running into eachother, but did not have the faintest clue to walk AROUND these other, alien NPCs.
- No more traffic jams!
- DIVA ALONSO
- Basically there is a scene where Alonso should be leaving dramatically!
- But if you, the Player, left before him, Alonso would just stay there and pout, because you ruined his exit.
- It took a while but he should no longer throw a tantrum over the theft of his dramatic exit.
- MUSEUM INFO BOT
- The overbearing little guy used to be able to corner Foster, and make it unable for him to leave. We sorted that out.
- ART
- ORANA’S SKIRT: Much more comfortable now that it doesn’t clip into her.
- ADS: The Advertisements around you now tie in with world building better.
- ANIMATION
- CHAIRS & DESKS: We had to re-explain to some NPCs how sitting works.
- JIMMY: Used to be shy about talking in cutscenes. Gave him a little confidence boost.
- CUTSCENES: Scrubbed, and now very polished!
- FOSTER’S DEATH STARE:
- This one was interesting: It only happened after Foster changed into another outfit.
- No head or face animation would work anymore, except for lip sync which runs on a completely different system.
- We figured out that this was due to the blueprint of the animation being referenced by the outfit.
- So if Foster’s old outfit was gone this code wouldn’t replace the reference it was looking for until you either entered a transition scene,
- or reloaded manually.
- Foster now uses b e s p o k e live references
- UI
- HACKING ON GAMEPAD NOW MUCH SMOOTHER: weeeeeeeee
- QDOS LOGIC: clearer flow of how Foster learns information
- BONSAI: Displays as it should
- AUDIO
- NO MORE SELF INTERRUPTING:
- Sometimes a computer would take longer to load in and start dialogue lines, and that would mess with the timings as those delays were not accounted for,
- resulting in NPCs interrupting themselves when speaking. We now make sure that the audio finishes before the next one can queue.
- PERFORMANCE
- GAMEPAD CONTROLS: smoother, better, faster, less awkward
- OPTIMIZED CITY SHADERS & GEOMETRY: shiny & pointy
- OPTIMIZED TEXTURE COMPRESSION: smaller & snappier
- GLOBAL MEMORY REDUCTIONS: less means more
- LEVEL TRANSITIONS: more loading, less crashing
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