This is the fourth post-release update for Where's Garry!
Once again, probably its biggest one yet. This update focuses on overhauling the entire enemy system, adding a ton of new secrets, and introducing several long-requested quality of life features!
I've also uploaded a video about the development process of this update, you should definitely check it out!
Gameplay Additions:
Added official support for both Linux and Mac operating systems! (sorry for the wait)
Note: Because I don't have a Linux or Mac computer myself, I'm not sure if these version work the same way as the Windows one. Please, if you find anything wrong, let me know and I will look into it!
Added OVERTIME
Once the clock hits zero, instead of dying instantly, Overtime begins!
Every 25 seconds, your position is revealed to all enemies, good luck!
Added a new secret level menu for... well, secret levels.
Added four new secret levels:
Dungeon
November
Infinite Fun
Nine Tenths
Added six new enemies:
the Wraith
Phantom
Umbrella Man (doesn't work on custom maps yet)
Apparition
Administrator
Barry
Added secret Shadow Men that can randomly appear before you patch the first error (they disappear once you look at them)
Added a secret inside gm_graveyard:
find every blood-marked gravestone before the game begins (and before Garry spawns)
Added a secret spray inside gm_slaughter after beating the game.
Interact with it for something special.
Whenever joining Big City after beating the game
a key might spawn somewhere on the map. Use it against doors to potentially unlock something.
Whenever joining gm_construct after beating the game
dolls will appear on the map that you need to place on circles to unlock something special
Enemy & AI Overhaul:
Completely reworked how enemies are handled
simple enemies like Mingebag, Meaty, Null, Kleinex, and Headsman now share a single universal script with per-enemy tweaks. (This also opens the door for an "Enemy Creator" in the future!)
Enemies can now interact with the environment
they get hit by traps like the Saw or Cart (which stun them for a few seconds), and make noise when stepping on bushes, leaves, trash, etc.
Enemies now smoothly decelerate when stopping, instead of halting instantly.
Enemies can now turn around smoothly
previously it was instant, which looked rough
Removed AI Difficulty
the game is now always set to Forgiving, since let's be honest, everyone picked it anyway.
The voice chat icon for each enemy is now dynamic
Visibility changes depending on how loud they're talking
Visual & Audio Improvements:
Added official 16:9 support
Note: the game was never meant to be played this way, so if some UI elements look a bit... not right, it's because of that.
Added a Retro Rendering
a slightly pixel-ier rendering style to better fit the art style (can be disabled in Video Settings)
Added a smooth fade-in for the pause screen, plus a blur effect behind it
Added a volume slider for sound effects (gunshots, toolgun scan, noises, etc.)
Added a volume slider for chat sounds
The FPS slider is now locked while VSync is enabled (since VSync caps FPS to your monitor's refresh rate automatically)
Hammer Editor Updates:
Added new materials to the Hammer Editor
The first active error model in a map must now be set inside the Hammer Editor
(note: this may break some older custom maps)
If there isn't a "first error" declared, the game will begin automatically
Added more ambience options into the Hammer Editor
Slightly updated the help document
Bug Fixes & Miscellaneous:
Added stars in the main menu for completing the main game and beating every secret level
Added new Garry lines for Overtime
Kleinex's attention span is now 10 seconds
Removed the camera bars being forced on the player (as there's now wide screen support)
Fixed an issue with the warning screen sometimes being messed up on boot-up
Modified some of Garry's existing lines and reduced how often he talks (max random dialogue cooldown increased from 15 to 20 seconds)
Null will now always chase the player after all errors are fixed, regardless of the map (previously this was exclusive to his level)
Fixed some misplaced geometry and navmesh issues in certain maps
Null will now shake whenever he is chasing after the player once he has patched every error
The Headsman will now shake whenever chasing something (because of his chainsaw)
Lowered Headsman's speed from 19 to 18.5
Null can no longer go near the exit when patrolling in Freedom
Fixed an issue with AI not pursuing sounds after losing the player (on Forgiving difficulty)
Freedom has been moved into the secret levels menu
Fixed an issue with footstep volume defaulting to 100% on a new save file
Fixed an issue with enemy vision being blocked by error models
Fixed an issue with Null being able to lose the player after all errors are fixed in the gm_flatgrass secret level
Updated the default custom maps, gm_kleienx and gm_obby
Fixed an issue with the gm_flatgrass server being different from the rest (and causing errors in the game's code)
You can now type the code "Billy" anytime, no matter if you beat the game or not (previously you couldn't after beating the game)
Fixed an issue with Garry sometimes clipping into the ground
Fixed an issue with custom level ambience always defaulting to the flatgrass ambience
Reduced the gm_construct timer from 360 to 320
Revamped how ambience works
It's now data-driven rather than map-tied (flatgrass = 0, construct = 1, etc.)
Revamped how errors are handled
Fully dynamic now
Reworked the enemy sprite system
previously each enemy had its own sprite script; now there are just two shared scripts (one animated, one static), making everything far easier for me to manage
ketchupfan2 can now be scanned
Added Polish as a new language: huge thanks to mgyt!
Version 5.0 overhauls the game from the ground up, while also delivering a massive amount of new content.
The next update will likely focus on improving the Hammer Editor, with new enemies, quality of life improvements, and more!
See you in 6.0!















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