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Changelog

Build 1.0.1 (02/28/15 - 04/21/15) Changelog

  • Updated UI for 40% more fun and happy feelings
  • You’ll fall head over heels for flip animations!
  • Cinematics added to provide minimum acceptable narrative

More Art

  • Shiny new particle effects on the walls and other places
  • Improved all the pixels
  • Ada’s Tron lines now change color depending on how much bandwidth you have.
  • Seriously, there’s a huge amount of improved animations and particle effects. It’s amazing.
  • Lots of other stuff we’re too tired to list.
  • Got our caps and gowns for graduation in a few weeks
  • Adjusted air friction to preserve jump momentum
  • Steamworks support is in. This means ACHIEVEMENTS.
  • Functioning local leaderboards

More Engineering

  • Camera inversion, jump auto-rotate, and graphics options updated or added
  • Removed a huge chunk of old files, making game size much smaller
  • You die if your bandwidth meter reaches 0.
  • Steam SDK implemented, theoretically works
  • Added more metrics. Because achievements.
  • Made almost everything work
  • Removed camera collision with inhibitor debris
  • Fixed so many bugs that the engineering team may as well be called the EXTERMINATORS.
  • Got our caps and gowns for graduation in a few weeks
  • Added 11 new levels
  • Speaking of achievements…added 19 achievements.
  • A level select screen exists, and you can use it to selec levels!

More Design

  • Credit screen updated, now inaccurately reflects how lazy we’ve been.
  • Tried and failed to take things seriously.
  • New sound effects for basically everything you do!
  • Added some sweet tunes for your listening pleasure
  • Fixed ability to roll on landing
  • Roll now gives minor speed + bandwidth boost
  • Got our caps and gowns for graduation in a few weeks.

Build 0.9.6 (01/16/15 - 02/28/15) Changelog

Art

  • UI and menu screens updated again
  • New skybox!
  • The ground bleeds a little. Maybe. New shaders.
  • Running particle effects added to make things look even FASTER.
  • Ada now has some glowy Tron lines.
  • New fast, slow, and jump tile textures.
  • You can now run backwards – now with more animations!
  • Seriously, there’s a ton of new animations and particle effects. It’s incredible.
  • And the artists said…Let there be light.
  • Dash effect with particles and smoke and everything…it’s pretty.
  • Character spawn effect.
  • 3rd person is now default, but you can still switch to 1st.
  • Slow tiles now pixelate your screen.

Engineering

  • Renamed a ton of assets to make it easier to find things.
  • Fixed level loading lag, it runs smoothly now.
  • You die if your bandwidth meter reaches 0.
  • Ping radius actually depends on bandwidth level now.
  • Added some metrics. Just because.
  • LERP ADJUSTMENTS FOR THE LERP GOD
  • Data Caps (Inhibitors) explode now.
  • Collision boxes on slow bits were altered to be less mean.
  • Chargeshot was transitioned into a dash ability.
  • Dash ability now hooked up to bandwidth meter, runs on a charge system.
  • Fixed so many bugs we couldn’t possibly list them all

Design

  • Data Caps added, tweaked, polished. Screenshake’d.
  • STILL trying to take things more seriously.
  • Became proficient in video chats with team members.
  • Level metrics and mechanic metrics finalized and documented.
  • Major documentation cleanup and overhaul.
  • New presskit, GDC prep, and overall schmoozing.
  • New levels! TONS of new levels!
  • Shift sprint removed.
  • Specific graphic settings added to options

Build 0.9 (12/12/14 - 01/16/15) Changelog

Art

  • Removed the glowing/raised icons on tiles
  • Say goodbye to the tile system – decals are here.
  • Added bandwidth meter
  • Concepted the look of inhibitors
  • Decals take the place of the individual tiles we had for fast lane, slow lane, etc.
  • Don’t worry, we’ll explain more later
  • Updated run cycle, now with 100% more hand movement and head bobbing
  • New shaders are here to make decals work
  • Got new crayons and fingerpaint for the holidays

Engineering

  • Ping can now be turned on/off at will. Like a flashlight. Spooky!
  • Made 3rd person the default view. It can be changed by hitting O.
  • Tweaked level loading – it’s still a little broken
  • Updated version number
  • Bandwidth meter depletes on slow tiles or when chargeshot is used
  • Bandwidth meter increases on fast lanes
  • Ping radius is supposed to depend on bandwidth, but right now it doesn’t. It will, though.
  • Inhibitor now triggered by ping to create slow lanes
  • Turned some 0s into 1s or something. Very excited about it.

Design

  • Added inhibitor (doom from the sky, it makes slow lanes happen)
  • Landing speed boost – Hit C when you land to rush forward.
  • Added chargeshot to destroy inhibitors
  • Gave the players the ability to run off platforms like lemmings.
  • Started work on giving players the ability to run backwards. Yeah.
  • Still trying to take things more seriously.

Build 0.8 (11/28/14 - 12/12/14) Changelog

Art

  • New ISP model put in – now with logos!
  • New decal for the ping.
  • Updated UI – Menus/logos/etc should be less fuzzy now
  • Particle effects added to tether
  • New skybox
  • Animations for new tether breaking matinee
  • Firewall shader is now fully functional
  • Extra appendixes removed.

Engineering

  • Idle state triggers an animation now
  • Tile reversion ability removed
  • New level loading system to help with overall performance
  • Dynamic net neutrality quote database system set up for main menu
  • Fixed bug where tile beneath the player wasn’t revealed with ping
  • Sound effects and music added
  • It’s fine. Everything is fine.
  • Tether system linked to firewall and functions properly

Design

  • Four new levels! Well. They’re mostly new.
  • Idle state implemented – video triggers after 30 seconds and mostly works.
  • Panic and sadness now fully embraced.
  • Leading lady named! She’s called Ada.
  • Sound design feedback.
  • Tried to take things more seriously.

Build 0.7 (11/21/14 - 11/28/14) Changelog

Art

  • Art ‘d.
  • Colors!
  • Slogans?
  • Billboards ARE HAPPENING
  • Shaders work now?
  • Art was concepted more.
  • Animations have become beautiful pieces of art in motion.

Engineering

  • Ping! It’s still ping.
  • Quote database.
  • Thanksgiving.
  • Ping functionality is in!
  • Dota2 was played.
  • Homework happened.

Design

  • New title music!
  • Map tweaking
  • Tethers.
  • Someone went rogue with tethers
  • Sound effects were created, but not implemented
  • Tiles?

Build 0.6 (11/14/14 - 11/21/14) Changelog

Art

  • Amazing new firewall shader (that doubles as an evil disco ball).
  • UI/menus were poked at, some credits were added, things were fixed.
  • New ISP concept art was set on fire, but rose from the ashes like a phoenix. An ugly, evil phoenix. With logos.
  • Billboards continue to be a WIP
  • Triangle tiles – We sent them away. They’re circles now.
  • Art was concepted.
  • Images were resized for submission processes. Honey I Shrunk the Poster, etc.
  • Animations were poked, prodded, and adjusted accordingly.

Engineering

  • Ping ability 1.0! Now there is a pacing/reload function implemented.
  • Added firewalls that disappear once the player hits all checkpoints
  • Groundwork on a matinee (see: moving pictures!) driven menu system
  • Fixed secret walls
  • The player bounces off the firewall, because that’s how the internet works.
  • Shader remains broken, but it’s thinking about functioning.
  • Fixed bugs with checkpoints, speed tiles, and firewall.
  • Lerp was looked at some more, despite being an invisible concept.

Design

  • Narrative structure created to help guide level design.
  • Level design guidelines/metrics set, for the same reason.
  • New level created, named something inappropriate.
  • Air control removed – players can now only move left or right when airborne, not forward or backward.
  • Jump prompt added.
  • Level 5 was completely broken.
  • Jump prompt removed.

Build 0.5 (11/07/14 - 11/14/14) Changelog

Art

  • Billboards continue to be a WIP
  • Texture upgrade for our leading lady!
  • Huge UI update – new menu, new font, new shinies, and more true grit.
  • Spectacular new particle effects.
  • Triangle tiles – What are they? Why are they here? What do they WANT?!
  • Those text boxes, though.
  • Art muscles flexed, paint was splashed, things are getting crazy.

Engineering

  • Full screen ACTUALLY works now.
  • Adjusted the ping ability to be more progressive and wave-like.
  • Fixed a lot of stuff. Like, a lot of stuff.
  • ISP Boss changed to a node system (instead of AI) because reasons.
  • Fixed some matinee issues, caused new ones.
  • Background file cleanup. Now things are much more tidy!
  • Editor cleanup. Removed MSpaint placeholder art. 🙁
  • Broke the shader. Again.

Design

  • More mysterious floating tiles removed.
  • Fixed a typo in the president’s name.
  • Improved level flow, made more  minor adjustments.
  • Started implementation on that new checkpoint system. It moves in mysterious ways.
  • Laid some plans for mice and men.
  • Assisted with ISP Boss switch to a node-based system.
  • Increased general team sadness level to 37%.

Build 0.4 (10/31/14 - 11/07/14) Changelog

Art

  • Jump animations! Now with more jumping action!
  • Main character got some new textures.  WOAH. It looks awesome.
  • Magical floating triangles were altered in some way.
  • There’s a brand new poster for you to stare at in our art section.
  • Behind-the-scenes Menu/Wrapper work. Coming soon!
  • Seriously there’s a lot of crazy stuff going on in the background.
  • Lowered the level of love in this build, it is now at a comfortable 100%

Engineering

  • ISP Boss attack ranges tweaked to hit more ahead of the player.
  • Added rotation on launch. Camera now auto-orients to face the direction the direction the player is being hurtled through space.
  • Ping ability radius increased a TON
  • Pause menu can now be triggered by the escape key.
  • New checkpoint system! Mysterious.
  • Lerp factor for tile transitions adjusted to be more smooth. Less abrupt change in speed between slow/regular/fast tiles.
  • You want an immersive experience? Great! We added the ability to make 404Sight full screen.

Design

  • Adjusted pixel decay penalty rate – methodical, steady clicking is not punished.
  • Foresight ability renamed Ping ability
  • Tried out hex tiles. It didn’t go well. We…We don’t talk about hex tiles anymore.
  • Quality settings are in! Now you can choose between crap, kinda crap, decent, awesome, and WOAH MY EYEBALLS settings.
  • Removed certain death traps that players seemed to enjoy wandering into.
  • Floating tiles removed. Get out of here, we don’t need you looking down at us anymore!
  • Meetings! Lots of meetings! All the meetings. We’re meeting’d out, actually, so if you could hold the meetings, that’d be greaaaat.

Build 0.3 (10/24/14-10/31/14) Changelog

Art

  • Big UI update! New fonts, new name, 200% more love
  • Trailer animations are better than ever
  • Dressed some levels up – now they’re super pretty
  • Fixed jump  issues
  • Camera placement was fixed
  • Replaced some weird animations
  • Some colors got lost, but we found them again.
  • Real production lighting
  • Levels continued to get dressed (it’s okay, you can look now)
  • Added a pause menu!

Engineering

  • Known bug: Prerequisites is misspelled.
  • Controller button layout bug fix- it was backwards, but now it’s totally okay.
  • Fixed player rotation issues on respawn
  • Slow tile was fixed AGAIN
  • Fixed slow glow sign showing even when tile wasn’t active
  • Fixed level not loading regardless of cinematic existence
  • ISP Boss will no longer kill you. 🙁
  • Played Dota and didn’t feel as sad this week
  • Fixed the foresight shader not turning the walls blue.
  • CHECKPOINT and correct time now displayed when you reach a checkpoint.
  • Removed manually placed slow tiles – now it’s only the ISP Boss trying to slow you down.
  • Added ability to save/load mouse sensitivity setting

Design

  • ACTUAL SOUNDS!
  • Checkpoint tiles are now a thing
  • Added a third person mode! You can now toggle between third and first person POV at your leisure.
  • Removed a lot of neutral tiles
  • Put some holes in the floor and tweaked some other stuff
  • Many changes in the options menu
  • Fixed the issue where we needed eight hours of sleep each night – replaced with caffeine buff.
  • Added a control instruction screen
  • Tutorial added
  • Various level design tweaks to make things better. You’re welcome.

Build 0.2 (10/3/14-10/24/14) Changelog

Art

  • Added character (with animations!)
  • Pixel decay/Retro effect shader added to foresight ability
  • Foresight radius asset is in, and it’s animated!
  • Foresight blue effect shader on walls
  • Added particle effect on Evil Corporation Boss’ projectiles
  • Implemented glowing, raised tile assets
  • Some sort of cube wall art assets? Tetris cube walls?
  • Started dressing levels and making them look a million times better
  • Walls added to pits so your impending death is more visible
  • Updated menu assets
  • End-of-level light beam updated
  • Foresight shader brightness level lowered from blinding to visible

Engineering

  • Created .exe file for easier game download
  • Added mouse sensitivity options
  • Updated to UE 4.5.1
  • Working particle effects for boss and slow/fast tiles
  • Raised collider on launch tile so you actually hit it
  • Added quick turn – hit Q/E to do a 90 degree turn
  • Evil Corporation Boss now correctly resets on player death
  • Code was cleaned up, but only a little
  • Fixed some camera stuff
  • Evil Corporation Boss now tile corruption functionality added

Design

  • New level!
  • Evil Corporation Boss now changes tiles to slow tiles and THEN kills the player
  • Incredibly endearing placeholder sounds added for jumps and slow tiles
  • Pieced together some levels
  • Changed game name to 404sight to avoid ridicule and increase pun value 50%
  • Evil Corporation Boss now changes tiles to slow tiles and THEN kills the player
  • Floors deleted

Build 0.1 (9/26/14 -10/03/14) Changelog

Art

  • Added Evil Corporation Boss assets
  • Added time display
  • Added basic UI elements to menu
  • Added  lighting
  • Time is now displayed on the checkpoint wall
  • Animations are in motion
  • Continued work on dressing levels

Engineering

  • Added tracking metrics
  • Added controller functionality
  • Evil Corporation Boss aiming reticles now display properly
  • Fixed secret walls to work on reveal only
  • Evil Corporation Boss can now kill player
  • “Take Down Notice” is code for murder, by the way
  • UI elements have functionality
  • Menu buttons work

Design

  • Settled on game name to Foresight404
  • FINALLY
  • Removed death tiles
  • Jumping is now approximately 204% higher
  • Updated quote wall