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Hello Everyone, and welcome to the new website for Cyquential AI and Psychophrenesis! It's great to finally have a platform where I can inform everyone about up and coming announcements, and I look forward to sharing new game updates here.


Previously, I did all of the updates and announcements for both projects all inside discord, which as you can imagine, was cluttered and required people to have a discord account in order to stay informed. This should hopefully solve both of these problems. However, all the information on devlogs is still in discord. As a result, I am just going to paste the past devlogs here, so that non discord members can see some of the previous history for the game's builds.



Psychophrenesis Build 2.5.1.1:

Fixed bug causing duplicate inventories to exist for each player

Fixed bug causing the first inventory slot to not be selected on spawn

fixed bug causing survivor npcs to get stuck at 0,0,0

fixed bug causing players to enter physical animation when pressing q

fixed bug causing the elite soldier to knock the player over when choking out

Fixed bug causing the game to crash when another player started spectating another player

added 'next and previous' buttons for spectating other players when dead

swapped ragdoll model for the old character design to be the previous more flimpsy version

fixed lots of bugs with non physicalized inventories bugging out

Improved player commander walk, run and arrest speed significantly

improved walking animations for soldiers slightly, and converted 1d blendspace to 2d blendspace for default state tree walk cycle

Fixed Elite Sniper and Soldier incorrectly targeting already dead players

Fixed bug causing AI SpawnHelicopters to stop movement in client games



Psychoprenesis 2.4 - the last big technical build

This update mainly contains a bunch of bug fixes, and improvements to existing systems, as we get ready for metahumans and

full story dialogue

New reworked Tutorial - with narrated guiding that shows players how to use tools

major gameplay balance Tweaks to Pursuit AI system, as previous version was way too strong

-Reinforcements no longer spawn at the start of a pursuit

-Reinforcements now do not spawn as frequently, at a rate of around 16 extra seconds

-decreased reinforcement spawn count of all pursuit levels by 1-2 soldiers depending on the specific level

-Helicopters now spawn more frequently at higher pursuit levels

-Reduced cooldown and strengthen hit radius of player punch ability

On tranq guns and rifles, police and soldiers now have a togglable ability switch to real bullets, depending on the use case

Soldiers will now switch to lethal when they are fired at with another gun, and will take cover as well. They will try not to kill the player, however,

and will swap off lethal mode when the player is significantly wounded

The new Gamemode, verses, has also been reworked and now partially supports factories, and gives the commander a tranq rifle

at the beginning of the game

AI now uses the AIPerception Teams interface

Fixed lots of bugs with the Commander selection system

Vehicle AI have been integrated into the game, as well as player driving!

-features a preliminary damage system

works just like the regular AI, but they cannot damage the player, but has better sight range, and cannot perform human abilities (like arresting)

-will spawn in higher pursuit levels, and also if the player is in possesion of a vehicle

Reworked Item Progression Slightly

order of mining tools has been switched

Added New Items:

M4 Tranq

5.56 rifle round

Iron Knuckles

Brass Knuckles

Loot chest now contains bullets

Weapons now use the rifle rounds, instead of having their own seperate bullet counter

The Part finder is now an actual mesh and has a button that lights up when it beeps

Upon obtaining part finder, a tutorial screen now shows how to use it

Added new map - HomeBase

A theoretical concept that will act as the player's home base, still debating on whether to utilize it

- Huran City - The final destination of the survivors, where they will go to try and rescue Danya

Updated to Unreal Engine 5.2, which fixed a number of issues and improved the physics engine

Reworked interaction system to an interface system that uses a sphere collision component as the base, instead of a widget component

Reworked drivable vehicle component to make it more universally integratable to different vehicles

Soldier dialogue has more implemented categories, as well as an implemented calling system

Fixed bug causing client side ragdolling to not move, which fixed another issue within the arrest system not being able to execute in multiplayer

Temporary turned off players being able to flail in ragdoll, which was a cool gameplay feature but was causing bugs within the arresting system

Tweaked the max velocity needed to cause the player to ragdoll, which will cause players to ragdoll less when walking around

Water will now do damage to the player, if they go underneath the surface



Psychoprenesis 2.4.2

-Fixed issues in the cutscenes caused by migration to the new dynamic system from the previous

Fixed a bug causing players to be unable to get into the vehicle again after getting out (for real this time)

-Fixed an issue causing clients to be unable to remove the parking brake in multiplayer

tried to fix issues with players not being able to restart the game properly, for the 5th time

Soldiers no longer hesitate when faced with survivors repeatedly hitting the limits of weapon ranges

Increased the maximum distance needed to start the arrest process from 40 to 80, in an attempt to fix a very werid multiplayer bug where soldiers could not arrest certain players (still unresolved issue, this is just a temporary fix because the problem is very confusing and hard to test)

fixed issues with soldier path finding on werid slopes

switched from simple collision to a custom collision implementation for safe houses, in order to allow pathfinding and for soldiers to be able to see through windows

Danya will now more closely follow the player in mission 2

Updated Mission 2 Objective to Survive for 3 days first before finding parts (thinking about switching mission 1 to do this as well, to only be survival)

Building parts now only allow you to place them on the ground

lots of general refactoring, and migration to more c++, to lighten up heavy blueprint dependencies

Some more balance changes to soldiers (changes really so small that they are not worth mentioning), started implementation of level 6 and level 7 soldiers as well

Psychoprenesis 2.4.1

-Added Small Cutscene for Tutorial and swapped around ordering of things; added missing extra audio files

-The Rock and Part Finder are now added to the player's hotbar at the start of the game, instead of the back of the inventory

-Fixed issues associated with AI weapons not being loaded with any ammo

Improved Path Finding for AI by reducing the Tile Count and increasing tile size

As a temporary fix, AI that are gaurding specific parts will now teleport to that part, instead of having to walk to the destination

Added multiplayer functionality for vehicles

-Fixed an issue where players could not get back into car after getting out

Added New Items:

-Basket

-Stick

-Fixed an issue where animation montages associated with items would not play due to invalid skeletal mesh

Added combos for the player (player can now do a follow up attack after kicking)

Fine tuned elite soldiers to more smoothly takeout players

When executing a forward tackle, an actual animation now plays from the soldiers (affects levels 1, 2, 3 and 4)


Psychophrenesis (New Working Title) Devlog 2.2.3 - The last of the version 2.2

Added Helicopter AI to MilitaryPursuitSystem

Swapped items from regular replication to Unreal's Gameplay Ability System

Reimplemented Placeable items and fixed bugs within previous system

Added Furnace Item

Testing work on VehicleAI in CitySample

Added a retreat function to SoldierAISystem

-In higher pursuit levels, soldiers with a lower pursuit level will retreat back to base an despawn to make way for higher level troops

level 3 behavior tree now has proper flanking integrated

collisions are now implemented for soldier meshes, making tackling and arresting look much more realistic and scary

player ragdoll recovery time while wounded is increased, not only through annimation but also in total time

soldiers will no longer try to punch players when they are wounded, and will try to arrest them instead.

Fixed bug causing soldier control rig to continue to try and grab players after a sucessful tackle had been made

Fixed bug causing players to be unable to acess thier inventory in multiplayer (UWidgetInteractionComponent* was turned on)

Fixed level4 behavior tree not targeting correctly


(Note: The previous name of the game was called Lydian Arcenzia. Perhaps we should still go for this original name? I'm not sure which one is better)


I'm very proud to present Lydian Arcenzia Devbuild - 2.2, an update that has taken a long time but adds a lot of content

Cleaned up Soldier Arresting - fixed lots of bugs, hand movement now slowly moves, corrected rotations

Implemented Soldier Tackling

Added K9 Unit

- Comes with an Officer and a leash

- Cannot alert HQ on it's own

- Can track player's scenet - hiding is impossible

Added Level 3 Soldier

Very Similar to level 2, except they can tackle

Added cutscene for when Being Spotted by the Soldiers

Added CutScene for if there are detected hallucinations at the end of the night

Implemented Physical Hallucination System

Hallucinations can accidentally leak into the physical world!

Hallucinations look the exact same as physical objects, and indistinguishable except for a very occasional flicker or noise

If detected before nighttime, must take a schisophrania medication to cure. Otherwise, it will fuel the master hallucination and give them a severe speed boost that will end almost any game within minutes

However, if there are no hallucinations and the player takes a dose, they will experience fatal consequences.

The Master Hallucination also will now follow players during the daytime after day 1, but at a very slow speed, unless a physical hallucination is present (which will cause them to do the same thing but very fast)

The Master Hallucination can now attack with Error Message attacks that cover the User's Screen

Added new map - but unnamed yet

consists of multiple heightmaps

The main menu has recived a slight makeover

Started Implementation for saving and loading games

After you quit, the current game will be saved

can be resumed as both single or multiplayer


Psychophrenesis (New Working Title) Devlog 2.2.3 - The last of the version 2.2

Added Helicopter AI to MilitaryPursuitSystem

Swapped items from regular replication to Unreal's Gameplay Ability System

Reimplemented Placeable items and fixed bugs within previous system

Added Furnace Item

Testing work on VehicleAI in CitySample

Added a retreat function to SoldierAISystem

-In higher pursuit levels, soldiers with a lower pursuit level will retreat back to base an despawn to make way for higher level troops

level 3 behavior tree now has proper flanking integrated

collisions are now implemented for soldier meshes, making tackling and arresting look much more realistic and scary

player ragdoll recovery time while wounded is increased, not only through annimation but also in total time

soldiers will no longer try to punch players when they are wounded, and will try to arrest them instead.

Fixed bug causing soldier control rig to continue to try and grab players after a sucessful tackle had been made

Fixed bug causing players to be unable to acess thier inventory in multiplayer (UWidgetInteractionComponent* was turned on)

Fixed level4 behavior tree not targeting correctly


Lydian Arcenzia Devlog 2.2.2 - Finishing up 2.2

When sanity gets super low, the entire map is englufed in darkness via MaterialParameterCollection

Implemented Meelee combos for player survivors

Soldiers have been split into 3 distinct tiers within the level system:

Police Officers: Lightweight Officers that are the first to arrive and can perform basic arresting, as well as tackling and tasing

FBI: Medium level troops that are scary in groups. Can deploy Kronos shots, front side tackles, and gas grenades

U.S. Military: Top Level Troops, can punch and engage in meelee combat/take downs, fire long range tranquilizers, and are fast.

????? Secret Force: Special abilities to be revealed. They will function more as a boss. They are slow, but if they catch up with you, they can deliver game ending blows

Added Level 6 Soldier, and Level 7 Soldier (U.S. Military)

Fixed about 5-10 bugs relating to proceedural physics based soldier arresting system, is now much more flexible and can maintain joints

Refactored and Fixed bugs with Soldier Pursuit System, is now much more solid as a state machine

Implemented Searching: After reaching a point of investigation, soldiers will continue to look around for any possible patients

Implemented Sprinting UI

Reimplemented Collectable Parts UI

Fixed but causing pursuitUI to not properly be replicated in multiplayer

Integrated player levels into the UI

fixed bug causing player levels to not display properly

Implemented next mission switching



Lydian Arcenzia Devlog 2.2.1

We're about 1-2 weeks behind schedule, but that's okay

Switched from DirectX11 to DirectX12

Added Support for Hardware Raytracing and PathTracer

Synced head lipsync annimations to normal character annimations via annimation blending in annimation graph

Added a plugin that can convert CSV facial annimation data from live link into realtime curves that can be saved as annimation assets

Implemented Pursuit Start Cutscene - tracks soldier that last saw you

Implemented Hallucination Visual Cutscene - shows hallucinations that existed during the day that you didn't catch

Added Level 3 cop: similar to level 4 soldier, but will attempt to tackle you instead of engaging in meelee combat

Level 4 soldier is now armed with a tranq rifle instead of a mr. incredible based pistol

Increased mr. incredible pistol clip count to 4

refactored AI weapon systems by seperating out spawn code into distinct choosable classes for weapons that a soldier will spawn with

lethal weapons are supported with a bool that determines the type of bullet that spawns from the weapon

Implemented Tranq dart:

-Will knock players unconcious for 8 seconds

refactored reinforcement requests from soldiers

request list for specific amounts is no longer implemented in c++ as a string to class hashmap, and instead now just directly called through an array based lookup table

refactored communication system: now implemented through Instanced Data Classes that are created in the editor

all categories are now stored in a seperate USTRUCT instead of being induvidual variables in the gamemode class

This is to prevent corruption within the reflection system, and to allow multiple soldier characters to exist without having to recreate variables

finished Sequential Step Puzzle

Created part door for puzzles - holds a part, will only open after a puzzle has been sucessfully completed

Refactored abilities: punch, sprint, and mental health inquiry are all now moved into Unreal's Gameplay Ability System (GAS)

Implemented with Enhanced Input System

Sprinting now correctly zooms the camera in and adds camera shakes synced to footsteps

Fixed lots of bugs, but most importantly:

fixed an issue with ragdoll recovers destroying existing physics joints from different actors (i.e. soldiers physics joints would be broken when trying to arrest a player)

Prepped for vehicle AI support by creating simple roads with Unreal Engine's default MassTrafficVehicle and MassAI Plugin




 
 
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