Funded! This project was successfully funded on April 21, 2013.

Update #55

A0.75 is here!

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While we’re still waiting for Steam to approve of our build and release it on Steam, here’s the A0.75 PC build. We’ll release the other two platform builds next week.

Direct Download from Mediafire

If you’re looking for the optimum performance, the first things you can tweak are grass distance and amount, changing these to normal or lower will give you at least 10fps. Next would be water reflection, turn that off will give you another 10fps. Finally, tweaking the shadow distance will also give you large performance gains. For memory reduction, turn down the amount of grass, trees, and terrain.

Changelist:  

Water physics  

Follow camera mode (F2)  

New water shader  

New animal species  

New boss type  

New attacks for the giant robot boss type  

Optimized ai memory and cpu usage  

AI behavior changes  

New collisions for ai (no more single capsule collision)  

Able to run over and damage ai with vehicle  

Crashing on glider causes damage  

Optimized adventure mode terrain generation  

New types of terrain environment generation in adventure mode  

Multiple biomes in a single seed in adventure mode  

Water level randomized in adventure mode  

New npc animations  

New native alien animations and attacks

New story segments and missions  

New npc characters  

NPC no longer collide with player  

Edits to some NPC looks  

New type of armor set  

Rainforest biome  

NPCs can plant, care for, and harvest crops in colony  

New textures for building blocks  

New texture layout for building blocks New glass block type  

New shapes in Creation Editor  

Custom decals in Creation Editor  

Custom items in Creation Editor  

Inclines in Creation Editor  

Server will now autosave  

Able to dig continuously in multiplayer  

Able to export all objects from the Creation Editor to multiplayer 

Steam launcher integration 

Simplified Chinese localization 

Bug fixes 

Tutorial updated 

Scuba mask


Update #54

A0.75 Update #2

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We’re just a few days away from the a0.75 build. We’ll try to get it out by this Saturday here, but as you know, it’s never a sure thing. We’re still working on Steam and launcher integration (all 3 platforms) and will be testing that out over the next few days. Hopefully, there will be no problems (if there are problems, we’ll probably launch with PC first). If everything goes smoothly there, we’ll submit the build to Steam for approval, if they approve, then PE will be on Steam probably by ~midweek next week. That gives us enough time to fix any major bugs that you may find before then.

We’ve been optimizing a lot of the things in the current build, including the terrain formation speed in adventure mode. It is now about 3X what it was in the a0.72 build. What this means is that you won’t fall off the terrain on a glider or car anymore. Vtols are another matter, but players are making these go at 300-400km/h and we can’t really help that. Another thing about adventure mode is that there are multiple biomes within a single seed now.

We’re still working on block building lod, water physics, and multiplayer general testing, these things will decide when exactly the build will be done.

Below are some screen shots from the rainforest biome and waves on the shore, all works in progress:


Update #53

A0.75 Update

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We’re coming up pretty quickly to the end of the month, so we’re trying to get as much in as possible before the Steam build. We’re working on several notable areas for the build, they include: the farm building for the settlement, Steam integration for the launcher (across all 3 platforms), more Creation Editor features, voxel water (maybe flowing) and new water shader, better building controls and shaders, tweaking player controls, starting first person control design (what a lot of you want), ai optimization, more enemies and bosses (especially for multiplayer), rainforest biome, and story extension. We want to get the build out before February ends, so we will cut whatever’s not done when the time comes. So far, it looks like everything’s safe.

Here I’ll show you a couple of things, first, the water shader. It’s still a work in progress, but it’s starting to look pretty good:

Next, a couple of examples of the new free-form custom items and decals created in the Creations Editor:


Update #52

Steam Early Access

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It’s February, 2014. If you remember correctly, we said Planet Explorers would be out by now back on Kickstarter (if you don’t remember, go straight to paragraph two!). Obviously, it’s not. We do apologize for that. We were a little too optimistic with our schedule and personnel acquirement (and frankly, making a RPG is harder than we expected). The game also expanded in scope by quite a bit. So in the end, we have to revise our schedule. We aim to have the game in final form before the end of 2014. This is a lot more realistic and much more attainable. The Kickstarter items will be sent out when that happens. But, hopefully, after following this game for over half a year now, you will have seen enough to trust in us to not only finish this game but make it worth your time.

Which brings us to the next point: Steam. We’re currently selling the preorder for Planet Explorers on our site, it’s doing decently in sales, but we’re not close to breaking even each month. Thus, we’re always very conservative with our budget and it’s been working out for us so far. But, our cash reserve is decreasing, and if we want to make Planet Explorers into a great game, we need to hire a few more developers (from 28 to ~35). For that, we will need the revenue that being on Steam Early Access can bring.

We plan to release our first Steam Early Access build when Alpha 0.75 comes out, probably in the last week of February. What does this mean for you? Anyone with a key already will get a corresponding Steam key. Anyone who doesn’t want to play on Steam can still use our standalone program and we will continuously update the download versions on our own site as well. The first version of Steam of course won’t be perfect in integrating all the Steam functions, but we will try to take advantage of Steam features such as the Workshop and voice chat in game in the future.

For our release schedule, it’ll mean shorter duration and less new content in each new build. We won’t be doing the 4 months that it took to get a0.7 out the door anymore, even though some people actually liked that. From Steam on, it’ll be about 1 to 1.5 months inbetween each build during the rest of alpha.


Update #51

And A0.72, Plus A0.75

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We really thought we left a0.7 behind with a0.71, but alas, there were a couple of serious bugs there that we had to do a a0.72 release to fix them. These are optional downloads though, so you really don’t need to update if you don’t want to.

PC Torrent: http://www.pathea.net/a072pc.torrent

PC Direct: Mediafire 

 Mac Torrent: http://www.pathea.net/a072mac.torrent 

Mac Direct: Pending 

 Linux Torrent: http://www.pathea.net/a072linux.torrent 

Linux Direct: Pending

 Changelist for a0.72

- fixed not being able to place anything in Build Mode  

- fixed the launcher UI layout so people should be easily able to click the opencl options  

- fixed music level resetting  

- fixed all mobile turrets in single player, no more shooting at the sky  

- added zinc to adventure mode  

- toughened up the robot boss in adventure multiplayer  

- added new ways to get around keynotfound exception (still need field testing)  

- campfire now stays on always (for now)

For users without opencl compatible graphics cards due to whatever reason (outdated driver, unsupportive manufacturer, incompatible setup, etc.), please go to options in the launcher and change to cpu under opencl calculation, then launch the game. If your game hangs at 100% or fails to load, it’s most likely due to opencl.

Now we can all move on to a0.75. The key features we’re aiming for a0.75 are voxel water (dynamic will probably be a0.8), new water shader, decals for the creation editor, lod for the building blocks, new story segments, rainforest biome, new ai spawning based on seeds in Adventure Mode, and able to export vehicles in multiplayer. We’re aiming to release this build in late February.

Also, check out this new website for some cool ISOs made by Planet Explorers players around the world.


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