
Lokator 2: The Lokatening
Teddy is back! His ominous employers have deployed him this time to clear a region of space of pesky nuisances. Where else would one build a new gaint theme park?
Controls:
- Use the mouse or press the left and right mouse buttons to look around.
- Press the middle mouse button to reset the camera.
- Use WSAD to move, and QE to move up and down.
- Use OKL and the semi-colon key to turn, and UO to roll.
- Press Alt-F4 to exit the game.
Goal:
- Just follow the indicators, you'll figure it out.
Notes:
- Once again the game refused to package. I had hoped to be able to do so at work, but alas, it closes at 22:30 (GMT+1). I figured it would work since there are only three assets, but I guess it's more of a structural problem.
- My upload is pretty consumer and Unreal games are big, so uploading will take a while. One submission hour is, unfortunately, not enough.
- I may just go to work in 3 hours (7:30 (GM+1) in the morning X^D) and get this nonsense over and done once and for all.
Thoughts:
- The game is far from finished, we all had prior obligations and to be honest, I wasn't up for stress this time. It's feature complete, I guess, but it lacks some animations (export errors FTW) and has some placeholder art. I had also wanted to include some visual effects to make it extra funky, but alas, no more time to figure out post process materials XD
- The theme is reflected in the funkiness, but it was also planned to let Teddy have a curl-up ability that would spin-stabilize him, to counter the effects of the collected pests.
- I had wanted to include thruster particle effects for Teddy's movement, but it turns out that him being a space dweller provides him with native quantum foam propulsion instead ;)
- I suspect the game might be somewhat harder for those not used to docking in KSP ;)
Echo Team:
- Art: Lauren Herda
- Coding & Music: Berend Wouda
- Concept: Nathan van Ofwegen
- Starfield: NASA (Public Domain)
Changelog:
- 8:00 (GMT+1) 19-4-2016: Uploaded the source from work.
- 8:00 (GMT+1) 19-4-2016: Uploaded the 32 bit and 64 bit Windows packages from work.
- 4:00 (GMT+1) 19-4-2015: Updated the description.
Controls:
- Use the mouse or press the left and right mouse buttons to look around.
- Press the middle mouse button to reset the camera.
- Use WSAD to move, and QE to move up and down.
- Use OKL and the semi-colon key to turn, and UO to roll.
- Press Alt-F4 to exit the game.
Goal:
- Just follow the indicators, you'll figure it out.
Notes:
- Once again the game refused to package. I had hoped to be able to do so at work, but alas, it closes at 22:30 (GMT+1). I figured it would work since there are only three assets, but I guess it's more of a structural problem.
- My upload is pretty consumer and Unreal games are big, so uploading will take a while. One submission hour is, unfortunately, not enough.
- I may just go to work in 3 hours (7:30 (GM+1) in the morning X^D) and get this nonsense over and done once and for all.
Thoughts:
- The game is far from finished, we all had prior obligations and to be honest, I wasn't up for stress this time. It's feature complete, I guess, but it lacks some animations (export errors FTW) and has some placeholder art. I had also wanted to include some visual effects to make it extra funky, but alas, no more time to figure out post process materials XD
- The theme is reflected in the funkiness, but it was also planned to let Teddy have a curl-up ability that would spin-stabilize him, to counter the effects of the collected pests.
- I had wanted to include thruster particle effects for Teddy's movement, but it turns out that him being a space dweller provides him with native quantum foam propulsion instead ;)
- I suspect the game might be somewhat harder for those not used to docking in KSP ;)
Echo Team:
- Art: Lauren Herda
- Coding & Music: Berend Wouda
- Concept: Nathan van Ofwegen
- Starfield: NASA (Public Domain)
Changelog:
- 8:00 (GMT+1) 19-4-2016: Uploaded the source from work.
- 8:00 (GMT+1) 19-4-2016: Uploaded the 32 bit and 64 bit Windows packages from work.
- 4:00 (GMT+1) 19-4-2015: Updated the description.
Comments9


Echo Team19 Apr 2016, 21:05
In the lokatening_win32.zip or lokatening_win64.zip files you can download at the site (http://www.echoteam.org) there should be a Lokatening.exe which runs the game.
Arnage21 Apr 2016, 21:15
Your suspensions were right, as someone who has not played much KSP that was really hard :)

Fabraz26 Apr 2016, 03:22
Difficult but ultimately intriguing, and the visuals give a great sense of scale.

ALobker1 May 2016, 23:37
Best game ever!

Echo Team2 May 2016, 12:07
Hah! Turns out the packaging problem is only for dual core machines. Someone made a patch, it may be included in a future Unreal 4 release. Whoop.

tomlum3 May 2016, 06:32
Very cool atmosphere, and good on you for tackling 3D space movement. Also a beautiful world.

bradur3 May 2016, 19:36
A very hard game for me :). I couldn't figure out how to turn back once I started turning to one direction so I had a hard time getting anywhere. Anyhow, it was a good looking game and the space seemed vast :).

Echo Team6 May 2016, 11:08
Unfortunately we didn't get to the spin stabilization mechanism, that would've made recovering a lot easier.







---------------------------
Message
---------------------------
The global shader cache file 'E:/Downloads/lokatening_win32/Engine/GlobalShaderCache-PCD3D_SM5.bin' is missing.
Your application is built to load COOKED content. No COOKED content was found; This usually means you did not cook content for this build.
It also may indicate missing cooked data for a shader platform(e.g., OpenGL under Windows): Make sure your platform's packaging settings include this Targeted RHI.
Alternatively build and run the UNCOOKED version instead.
---------------------------
OK
---------------------------