Fortitude – Prototype 0.7 – Patch Notes

The “Quality Of Life, Second Of It’s Name” Update

This is Fortitude’s second quality of life update, and with it comes a host of new features, both experimental and full implementations. The additions include a full lighting system, basic sound system, prototype ship-to-astronaut tethering, improved orbital mechanics and highly destructive asteroids.


Additions –

  • Controls –
    • “V” – Toggle Ship Lights On/Off
    • “Q” – Toggle Ship Autopilot On/Off


  • GameObjects –
    • Added multiple placeholder “Asteroid” GameObjects (Rigidbody2D, Polygon Collider 2D) –
      Unlike last week’s Asteroid additions, these new ones have the “OrbitSystem” script attached to them with one of the previously implemented large “Asteroids” as the orbitee. This addition makes them a considerable danger to the player, as the script makes the “Asteroids” move particularly quickly, and after spawning in the player only has a few seconds to jump into the ship and fly away before all hell breaks loose in the asteroid field.
    • Added multiple “Light” GameObjects (Lights) –
      These GameObjects form the baseline of Fortitude’s brand new lighting system. Currently, the only lights in the game are attached to the Fortitude ship (acting essentially as headlights) but in coming updates a Sunlight will be added and optimised, as well as several Moonlights and other sources of light throughout the game. It is planned so that the further out into the depths of the Solar System the player goes, the darker it will become and the more the player will need to rely on the ship’s fuel-consuming lights.
    • Added placeholder “Tether” GameObject (Rigidbody2D, Hinge Joint 2D –
      This experimental GameObject is the second attempt at a “Tether” rope between the “OnFoot” astronaut and “Fortitude” ship GameObjects, this time using HingeJoints and Rigidbodies to attach each segment of the rope to the other. Currently it does function (which is further than the previous one got) but the physics of it are rather wacky, resulting in some unfortunate and rather hilarious bugs and glitches.
    • Edited “Diadem” GameObject (Rigidbody2D, Circle Collider 2D, Line Renderer, Trail Renderer) –
      Changed the planet’s orbital speed from 2 to 0.02.
    • Edited “Elcalowda” GameObject (Rigidbody2D, Circle Collider 2D, Line Renderer, Trail Renderer) –
    • Changed the planet’s orbital speed from 0.02 to 0.01.
    • Edited “Rika” GameObject (Rigidbody2D, Circle Collider 2D, Line Renderer, Trail Renderer) –
      Changed the planet’s orbital speed from 0.015 to 0.008.
    • Edited “Estabahn” GameObject (Rigidbody2D, Circle Collider 2D, Line Renderer, Trail Renderer) –
      Changed the planet’s orbital speed from 0.02 to 0.01.


  • Scripts –
    • Added “Sounds” script –
      This scripts adds a basic sound system to the game. Currently, when the “W” key is pressed and the ship is propelled forward, a placeholder rocket sound is played for the duration of the thrust. Additionally, when the ship collides with a GameObject tagged with “space” (e.g. Asteroids, Planets etc.) a placeholder bump noise is played.
    • Added “Blinker” script –
      This is a very basic script that adds a small blinking red light to the “OnFoot” GameObject, so that the astronaut can be more easily seen when remote piloting the Fortitude spacecraft.
    • Edited “Optimisation” script –
      This edit added further game optimisation that increases FPS significantly, by disabling the physics of any GameObject (other than planets) that is further than 1000 Unity units away from the player.
    • Edited “SpaceNavigation” script –
      This edit added a basic lighting system for the Fortitude ship. When the “V” key is pressed, it toggles a bright torch-like light attached to the front of the ship as well as a small, red blinking light (similar to the one attached to the “OnFoot” GameObject) that sits on the ship’s right booster. This new system essentially enables the player to see any objects that might be in front of them while in darkness.
    • Edited VehicleTransition” script –
      This edit added more remote control functionality for the Fortitude ship, in the way of an “Autopilot” mode. When the “Q” key is pressed while the player is outside of the ship, it enables a function that takes the current velocity and angularVelocity of the ship and adds an equally opposite force to them (using AddForce & AddTorque), as well as enabling the visual “rocket” effects. This function essentially slows the ship to an automatic stop as well as counteracting any outside forces that might be moving the ship (a planet’s gravity, for instance) although this does use a significant amount of Fuel.


Bugfixes/Improvements –

  • Fixed a bug where the “Tether” GameObject began to bug out if the “OnFoot GameObject travelled a considerable distance from the “Fortitude” ship GameObject that the “Tether” attaches it to. This was caused by the “Tether” GameObject having no physical limitations that stopped the player from travelling too far i.e. no “snapback” forcing the physical limitations of a rope upon the player. This was fixed by adding a “Break Force” of 5 to each of the separate “Tether” segment’s Hinge Joint 2D’s, making it so that if the player travels further than a certain distance or exerts too much force on the rope, it will snap.
  • Fixed a bug where the newly implemented “Light” GameObjects attached to the “Fortitude” ship GameObjects would not shine or “light up” any other GameObjects that they were pointed at. This was caused by thematerial of the sprites of the GameObjects been set to default, which ignores the physical effects of light in Unity. This was fixed by changing the material of the GameObjects from default to Sprites-Diffuse.
  • Fixed a bug where upon enabling the ship’s Autopilot function with the “Q” key the ship would not slow down as intended, and would instead do the opposite; shooting off out of the player’s field of view and into the depths of space. This was caused by the C# Autopilot code being accidentally written to add the ship’s current velocity to the ship rather than take it away, causing an acceleration rather than a deceleration of the GameObject. This was fixed by adding a simple “-” sign in front of the currentVelocity part of the Autopilot function code.

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