Game
ADACA



4 years ago

This is a big one:

-The first act of Episode One if fully playable!

     You can play it now here: https://gamejolt.com/games/adaca/504346

-Added volume control settings.

-Added Field Of View Setting.

-Added ability to sprint. 

-Reworked ‘Utility Tunnels’ Level.

-Added new story content, including named characters.

-Enemies will now flinch when their weapons are stolen.

-Issues with reloading checkpoints on Railway Level have been fixed.

-Fixed particle emitters on Police Dropships.

-Added checkpoint after scripted intro in Cryo Lab scene.

-Removed explosives from first room.

-Fixed glitch where player could spawn with weapons from a previous save when loading a level from main menu.

-Held objects can deal a small amount of damage when swung around. 

-Created intro credit sequence. 

-Made Pulse Grenade stick to entities and surfaces. 

-Revamped menu UI.

-Added difficulty select menu when starting a new game.

-Some AI have new sounds.

-Added tutorial prompts that dynamically display correct input controls. 

-Dialogue boxes have icons.

-Speaking NPCs will animate.

-Added new effect when player takes explosion damage. 

-Lowered most weapon ammo capacities to motivate player to steal more enemy weapons.

-There is no longer a cool down on stealing enemy weapons.

-Added more equipment stashes and details to most levels.

-Reworked combat sequence in “Repo Man”.

-Added more friendly AI encounters.

-New enemy types.

-Improved AI hearing and sight range.

-Improved some weapon effects.

-Other small polishes and tweaks.

The Exclusion Zone:

Sorry about the wait. As I stated in my last Dev Log, I burnt myself out working on a misguided alternate mode. 

That mode is the Exclusion Zone. It was meant to be an open world exploration based mode inspired by the likes of Stalker. Needless to say I bit off more than I could chew. 

You can feel free to check it out for yourself, its available in the Level Select Menu under Extras.

Going forward my plan is the scrap its content, assets and ideas into the next two thirds of Episode one; where the player can experience them in a more structured and refined experience… 



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