Incoming update - First destination is visitable!
We've put our experimentation hats on today, we're bringing some small feature improvements and experimentation in the latest build.
We're slowly pushing towards less early alpha status, and we'll be adding better UI and fully building out the home bunker and a remote destination.
Today's focus was on blood and green goo:
Here is the new decals we've added for blood and green goo!
I love the green goo, the GLOW!!!
We also updated the in game computers to add more gameplay
Our computers now actually function for controlling the portal device so give them a try in the next update, this means you can visit the first location on the list.

ABP Changelog / More verbose:
- Implement portal dialling via the computer It works but we'll refine it to not always think this is an attack. The portal attack sequence actually should be a game event. Right now we use timers for that but we should generate "events" serverside and send them to the clients this will mean that the players get random events of invasion, while exploring. Perhaps we need to add a rejection mechanic for events if the portal is open. We will make the portal consume power too, depending on distance it will increase. This later will let us make the engineer class able to upgrade the power gen for more portal addresses.
- Map update: WIP decals for blood and radioactive goo!
I'm going to add decals to where the zombies die I was playing with krita today to determine if I can make something passable that looks like blood. It seems OK but it's not amazing, it doesn't look terrible either so I'll keep it. The map contains updates to add an elevator shaft, and improve the command room. I've not exposed the decals to the map system yet as I want to work on some issues noticed by players.
- Fix memory leak in app, add new glass material to the map export, implement glass in the portal control room
Some notes additional thoughts:
- The initial attack sequence actually is fun we should transition back to calm music when the base is not under attack.,
- Glass should be breakable but that's an entire system to write (i want this but i'll finish the class systems first),
- We should make the gun spawning server side only, this avoids needing RPCs after the game loads a map, guarantees all clients get the same dynamic guns with almost no network traffic after joining,
- The in game timer for the initial base attack should be serverside too, so that can avoid network code completely.,
- We can now add the dialing program to the portal and link them using target/target name,
- I'd like to fix the target lookup and hook it to the portal system and computer this will let me specify what computer dials what portal.,
- The portals are all human made so it makes sense in the lore that they don't contain any other computer types in other locations additional
- Upgraded to dev5 to resolve a small crash and then reverted to dev4 until the stable comes out.
- Godot dev5 has a texture error which needs fixed engine side.
For developers or people just stuck: you can use the code 9999 to bypass keypads, this will be removed in later versions
Get Asteroid Bunker Project
Asteroid Bunker Project
Status | In development |
Publisher | |
Authors | asteroidbunkerproject, MarianoRGD |
Genre | Adventure |
Tags | 3D, FPS |
Languages | English |
Accessibility | Color-blind friendly |
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