So, today I worked on refining the variables, e.g:
-Enemies move at a good pace
-Walking speed is at a feel good pace(not to slow, not to fast)
-Keypress response is more accurate
etc.
Here’s what I’ve added today!
Main:
-Improved wallbuy
-Wallbuy ammo
-Ammo system(fully working and stable)
-Improved implementation of new weapons
-AI improvements
-Hurt screen(1 hit = small effect, 2 hit = hit screen intensifies)
-Added a base framework for animation implementation
-Round count
-Balanced spawns for each round
-Allow the player to be able to knife enemies
-Improved “downed” feature(think of it as dying)
-Added base player/enemy models(probably will change)
Additional:
+A few optimisations
+Tweaked AI attack speed and general speed
+Balanced out point system
+Made a few tweaks to scripts for easier Local-Multiplayer implementation
More information(*):
The asterisk *, is used to note that there’s more information about the sentence it was placed before or in front of! The information will most likely be at the bottom, bit random but the more you know!
Anywho, for optimisations I’ve managed to add more features and even improve the FPS by a small amount! There’s still more to optimise but for now I’m not to worried about performance as it’s not a problem.
The point system used to give 1000 points for killing an enemy and 500 for hitting one!! Now it gives 100 for killing an enemy and 20 for hitting one! As I’ve not developed an entire map yet I can’t say much about the balancing of EnviroBuys or Wallbuys.
I’ll most likely start modelling tomorrow and start on the first map as I think I’ve done a lot of the heavy programming work, there’s still more to do but I’ve got most of the heavy load done.
I’ll hopefully(!!) be able to post a few images of the map or at least a video of it’s current state to show progress at it gets ready to leave for Early Access! Still don’t have a name yet..Any suggestions are appreciated!
Thanks for reading this far, it really means a lot…
See you in the next log!
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