Game
Proof
1 year ago

Proof V. 0.3 Detailed Changelog:


Environment:

-reordered clothing textures on Player and NPCs, folds on clothing are now visible

-reordered NPC skin textures, the skin now looks a bit more correct

-replaced couch and plant models in Norman's office at the top of NormanCorp

-replaced certain models within control boxes

-Added a new part of the city: Livingston Education District

The radio:

-fixed bug with the appearance of pronounced doppler effect on radios that play around the map while the player walks next to them

Gameplay:

-player now dies if he enters water

-when the player dies, the car moves to the exit of the place where the player spawns

- the car now has less health

-tweaked orbit camera behavior when the player controls the car

-player no longer starts sprinting when he uses weapons

-player cannot use weapons if sprinting

-added showering interaction in the player's apartment, during showering player's health is regenerated (the shower has a timeout after it is used and cannot be used for a while)

-player now has a wallet which shows the amount of money he has. If "tab" is clicked (it's the default button), the amount the player has is displayed

- added services around the city:

-by going to the doctor, the player can pay for treatment ("charging" health) or pay to increase his maximum health.

-doctors have different success rates (depending on the price of their services), the higher the success rate, the lower the chance that his treatment will negatively affect the player

- by going to a restaurant or bar, the player can pay for drinks or food and thus "recharge" his health for a certain amount.

- eating/drinking too often has a negative effect on the player's health

-by going to the garage in the NormPD police station or to other locations on the map, the player can pay for the repair of his car if his car is damaged or request that the car be delivered to the place where he is

-player can take food/drinks from some self-service machines and thus fill up health

-tweaked car turning logic at higher speeds

-added navigation "overlay", if you hold down "tab" (this is the default value of the button) for 2 seconds icons will appear showing "points of interest" around the city, holding the "tab" button for two seconds if the navigation is loaded hides the navigation icons

-player can no longer use weapons if he is near a NormPD police station

-the camera moves closer to the car in case the car is not visible (e.g. when there is a wall between the car and the camera)

-player can now damage his car with his weapons

-Introduced save game system which saves progress in the game every 5 minutes. Progress is loaded later after the game is loaded

-Added two save slots, one manual save where the player saves his progress (using "f5" button) and an autosave slot where the game saves itself

-Added a store where you can buy weapons (NormPD headquarters, icon for the store visible in the navigation overlay) and refill ammunition

-Instead of holding c for crouching, now you can tap for crouch

-tweaked damage given by different weapons

-NPCs that faint can be dragged around by the player (approach the NPC and press "f") to hide them from the view of other NPCs

Weapons:

-added a new gun: Militarium M78 tranquilizer pistol (fires "tranquilizer rounds"), the gun can be bought at the gun store, it is silent and knocks a person unconscious for a certain period of time

AI:

-fixed spawners for aggressive NPCs, now aggressive NPCs spawn properly on the map

-optimized AI code - more stable use of RAM, now the game uses about 1gb of RAM less

-NPCs (humans) now blink and move their eyes

-changed the probability of creating specific interactions near the Drone Launch Site

-fixed creation of random NPC interactions in control booths and in the NormPD police station

-new encounter: drones flying over the city

-optimized path generation algorithm (significantly less performance drop when NPCs generate paths and more stable performance)

-if NPCs fail to generate a path after a long time, they will start doing other interactions

-NPCs react more correctly to player attacks

-fixed a bug where sometimes after NPCs reload their weapons they "forget" they were attacking the player

-NPCs occasionally look at the player, if the player stands next to them for a while

-NPCs now correct their path faster if they start walking into a wall

-NPCs now have line of sight, aggressive NPCs will detect the player if he enters their line of sight

-NPCs now have an auditory field, aggressive NPCs will notice the player's footsteps (depending on whether the player is running/jumping/walking or crouching) and the sounds of his weapon (reload, fire, and store/draw weapons),

if the NPC hears the player, it will turn to the place where it heard the sound. Also, sometimes the NPC will decide to walk to the place where it heard the sound. If the player manages to avoid his field of vision, after a while, the NPC will give up searching

-added new "sitting on chairs" interactions around town and inside the Diner for NPCs

-slightly improved positioning of NPCs when sitting on benches

-NPCs no longer walk "through" the player if the player is on their path to the goal

-NPCs no longer walk through benches, if benches are in their path to the goal

-NPCs no longer walk "through" the player's car, if it is on their path to the goal

-increased accuracy of NPCs with long range weapons

-bullets fired by NPCs at the player can now damage the player's car and injure other NPCs they hit

-aggressive NPCs sometimes know how to "take risks" and do hip-fireing (sprint towards the player while shooting in his direction)

-Aggressive NPCs now run faster

-NPCs no longer shoot aimlessly at the player if they realize they can't hit them

-Improved pathfinding for NPCs running away from the player

-Fixed a bug where NPCs spawn inside each other

-increased distance at which NPCs are spawned

-NPCs recognize their unconscious allies and wake them up

UI:

- changed fonts

- added settings to the main menu, now graphic settings and audio settings can be changed there

-starting animation can be skipped when Proof starts

-added custom cursor

Other effects:

- the flame of a cigarette thrown on the floor slowly goes out

Lighting:

-optimized lighting of street lights for better performance (framerate increased by about 2.5 times)

PostFX:

- added color grading to give the game more "cinematic" colors and "chromatic aberration" effect

Pause Menu:

- added a new graphic option, max distance to which the street lights are lit

-added camera sensitivity option, the rotation speed of the player's camera can be changed

-added radio volume option, the volume of the radio in the car can be changed



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