Game
You Are Here
8 years ago

Changelog of v0.4.0


I have neglected to put up a changelog of all the changes since v0.3.2. There have been a lot of them…

  • Rewritten player controls from scratch.

  • Increased creeper run speed, it is now faster than the player.

  • Increased player maximum stamina.

  • Increased player stamina recovery.

  • Increased the battery drain.

  • Increased flashlight range.

  • Increased dark vision range.

  • Decreased flashlight brightness.

  • Decreased player run speed.

  • Decreased ambient fog, brightning up the game a little.

  • Decreased entry hallway length.

  • Changed the lockpicking mechanic, it is now a form of minigame.

  • Changed the intro, the player is now forced to pick a lock at the start. As well as being led to the generator room by guide lights.

  • Changed the exit, the player no longer needs to run against a timer to get to the exit.

  • Changed the lockbox behaviour, the mechanism shows up when looking at it.

  • Changed the door hint, it’s no longer fullbright white and it now is tied in with the new lockbox controller to clean up (duplicated) resources.

  • Changed the lay-out, putting archives closer to offices and utility room closer to generator room.

  • Changed the camera names from the security feed.

  • Changed the security monitor, interacting will now focus on the monitor and then flip through cameras.

  • Changed the death animation for the player.

  • Changed some code involving the flashlight and it’s behaviour.

  • Changed the easter egg photo frame picture.

  • Changed the game over screen.

  • Improved door and interactor handling / responsiveness.

  • Added a delay to the spawn time, the spawn timer now starts after player has opened the gates.

  • Added controller compatibility in-game (Menu still uses mouse for now).

  • Added focussing to interactors, certain items will now be zoomed in on when interacted with.

  • Added a lower floor to the map, the underground roadworks are now a level deeper.

  • Added more pathways to the map, increasing the size and possibility to get lost. Also required to outmanouver the creeper.

  • Added scare room, replacing the secondary lab entrance.

  • Added an overlay to show player fatigue.

  • Removed the HUD meters for battery and stamina.

  • Bugfix: Player ran as fast backwards as forwards.

  • Bugfix: Enemy spawn timer was not reset after restarting the level, making it spawn immediately.



0 comments

Loading...

Next up

Short intro of us 💕✌️

We're an eletro duo based in Seoul 🇰🇷 Heavily influenced by the 90s.

Our new album #Xennials is all about the nostalgia of that era 💽 CD listenin 📟 beeper beepin 💾 floppy disks floppin days 😎

Stream now! 🎧

https://open.spotify.com/album/3YwWhnHWVy5cA8XOpbaGRA?si=8E9awqU…

This Satuday we invite to watch another #speedpainting of our artist Daniel Faiad.

How great is this scene of #Pecaminosa?

#ScreenShotSaturday | #IndieDev | #DigitalArt

Did you know that today is #InternationalJazzDay? 🎷😎

No? 😯 Well, we couldn't pass up this date!

And what better to celebrate this day than #Pecaminosa #OST? 🎷

Let us know what you think about it and have a great weekend!

art comission.

Path of Kami: The Evolution of the Lore

Have a good Boi

Werehog transformation process. #sonicunleashed

One of the most critical update for Sunblaze demo. Now you are able to pet a cat! Finally!

Update 2.627

New challenges & new effects!

Shuiro Haname. #Commission

Commission for @ShuHaname