Fortitude – Prototype 0.9 – Patch Notes

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

This is the third of Fortitude’s quality of life updates, and it’s essentially a sequel to the Refueling Update, adding in the second of the two gas giants as a “landable” planetary body, a handy auto-orbital-rotation feature upon initiating landing as well as a series of general refinements, optimisations and bugfixes.


Additions –

  • GameObjects –
    • Added “RikaSurface” GameObject (Circle Colliders 2D) –
      This GameObject acts as a “surface” for the gas giant “Rika”. The player can now “land” and “takeoff” from this planetary body as a result of the “OrbitTransfer” script. Since “Rika” is a gas giant and so doesn’t have a solid surface, upon colliding with the On Trigger Circle Collider 2D of it, the player will be transported to the outer edges of the “RikaSurface” GameObject, where they can then navigate around in search of “Fuel Clouds” but must also be wary of the dangerous “Nasty Clouds”. Navigating towards the core of the planet will result in death.
    • Added multiple placeholder “Fuel Cloud” GameObjects (Polygon Collider 2D) –
      More of these GameObjects have been placed around the circumference of the “EstabahnSurface” GameObject, as well as a considerable number in the lower atmosphere of the “RikaSurface” GameObject. These “Fuel Clouds” act (fairly obviously) as clouds of precious “Fuel” in the game, which the player must gather in order to refuel the “Fortitude” ship and continue on their travels. Upon colliding with them while controlling the “OnFoot” astronaut GameObject, the player will begin refueling the “Fortitude” ship.
    • Added multiple placeholder “Nasty Cloud” GameObjects (Polygon Collider 2D) –
      More of these GameObjects have been placed nearby to the “Fuel Cloud” GameObjects in the upper atmosphere of the “EstabahnSurface” GameObject, as well as surrounding the new “Fuel Clouds” in the lower atmosphere of the “RikaSurface” GameObject. These “Nasty Clouds” are very visually similar to the “Fuel Cloud” GameObjects, but with several differences – they are smaller, faster and red. Their primary function in the game is to interfere with the player as they refuel the ship, as they move slowly towards said ship while refueling is in progress.
    • Edited “ElcalowdaSurface” GameObject (Polygon Collider 2D) –
      This edit added an early version of Josh’s digital designs for the full surface of the “Elcalowda” planetary body, replacing the original placeholder sprite. This edit was conducted in order to test the potential resolution and performance problems that a sprite of this size might have on the game, and so as its for testing purposes little in the way of gameplay has changed as a result.


  • Scripts –
    • Edited “OrbitTransfer” script –
      This edit adds the landing/takeoff mechanic previously implemented in Prototype 0.5.5 to the “Rika” planetary body. It functions in a similar manner to the planetary body transitions, in the way that it moves the player via a transform.position function when they collide with “Rika’s” On Trigger Circle Collider 2D to the outer edges of the “RikaSurface” GameObject. The code also moves the player to a new position relative to their old one around “Rika” i.e. if they approach “Rika” from the west, they’ll arrive at the “RikaSurface” GameObject at its west side. The same will then occur as the player attempts to leave the “RikaSurface” GameObject, except in reverse order.
    • Edited “VehicleTransition” script –
      This edit added an auto-rotation function to the “Fortitude” ship GameObject as it enters the atmosphere of any landable planetary body (i.e. not the gas giants). This function was necessary as the player can approach the planets from any angle, but once they enter the atmosphere they are transported via transform.position to a “surface” GameObject of that planetary body, and said surface will always be down below them (because of orientational and gravitational reasons). As a result, if they approached the planet from above, they could suddenly find themselves facing downwards on surface approach and would need to react quickly in order to slow down. This edit fixes this issue, but auto rotating the “Fortitude” ship to face upwards whenever it enters a planetary atmosphere.
    • Edited “CameraController” script –
      This edit locks the zoom of the camera to a specific number whenever the player is in control of the “On Foot” astronaut GameObject and they are on the surface of any planet. Essentially, they will not be able to scroll the mouse wheel to zoom in and out while walking on any surface. This was done in order to minimise the amount of visual distortion that zooming in on Josh’s planetary surface designs might cause.
    • Edited “Asteroids” script –
      This edit improved the “AI” (quotation marks because it’s not real AI, but acts like it) of the “Nasty Cloud” GameObjects. Whenever the player is refueling the “Nasty Clouds” will move towards them (as they did before) but now only the ones within a thousand unity distance units will move – the rest will ignore the player. Additionally, when the player is not refueling, the “Nasty Clouds” will be affected by the gravitational pull of their respective gas giants, meaning that they will not be able to zoom away and escape their planetary bodies (which is something they were doing rather frequently in Prototype 0.8).
      This edit also reduced the over speed of the “Nasty Cloud” GameObjects from 0.000001 to 0.0000005 (halving it, essentially).
    • Edited “GasGiantOrbit” script –
      This edit reduced the gravitational pull of the “RikaSurface” and “EstabahnSurface” GameObjects from 7000 to 2000.


Bugfixes/Improvements –

  • Fixed a bug where the directional velocity prediction LineRenderer of the “Fortitude” ship GameObject would disappear behind the respective “surface” GameObject of whichever gas giant it happened to be exploring. This was caused by the LineRenderer not having a Material set to it, and so making it not directly editable or a visual priority for Unity. This was fixed by adding a coloured Material to the LineRenderer (making it red) which then in turn allowed the customisation of it, so the “Order In Layer” of it was changed from 0 to 100, putting it in front of any other GameObject in the game.
  • Fixed a bug where upon entering the “Fortitude” ship GameObject, the “On Foot” GameObject would become stuck inside the ship, and so would be unable to exit or be controlled seperately from the ship any more. This was caused by the code for the Entering/Exiting ship script implemented in Prototype 0.3 being somewhat…poorly designed and so left open for a number of bugs and glitches. This was fixed by revisiting the “VehicleTransition” script and fixing up and optimising the code that dealt with the Entering/Exiting mechanic so that it ran a lot smoother and wasn’t quite as buggy as previously.
  • Fixed a bug where while the “Fortitude” ship GameObject was under remote control, the “On Foot” astronaut GameObject could not conduct the Entering/Exiting mechanic and successfully enter the ship. This was caused by a series of newly implemented booleans that were written as a result of the previous bugfix accidentally making it so that the ship could not be used by the “On Foot” GameObject while under remote control. This was fixed by adding a line of code to the Entering part of the Entering/Exiting mechanic that subsequently allowed the entering of the “On Foot” GameObject into the ship while it is under remote control.
  • Fixed a bug where the “Fuel UI” sprites that were implemented in Prototype 0.8 would display the current level of ship “Fuel” incorrectly – for example, at 10% “Fuel”, the UI would display zero bars (indicating 0% “Fuel”), at 20% the UI would display one bar, at 30% it would display two, etc. This was fixed by re-aligning the sprites in the Editor as well as editing a few lines of code in the “FuelSystem” script that resulted in the correct displaying of bars for “Fuel” i.e. two bars at 20%, three at 30% etc.

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