Game
You Are Here
7 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

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

How great is this scene of #Pecaminosa?

#ScreenShotSaturday | #IndieDev | #DigitalArt

Bandana Dee the Dream Friend

Enemies can also suddenly spawn through Realm Rifts. These Rift Spawns are going to be stronger than the ones wandering around. TBD on the enemies... #screenshotsaturday #godstear #madewithunity

The whole squad is here!

Interested? Follow me!

Back in my art school days I used to ride the 710 COPSA line from Parque Del Plata to Montevideo almost everyday. This is the Marcopolo Viaggio G4 Mercedes Benz model from the late 80s, one of the older bus models that was running on the line.

Today I tackled drawing different variations of facial expressions for one of the main characters in Eden. What do you think of it? :) Eden: https://gamejolt.com/games/Eden/592698

My D&D art for my family so far (WIP if you couldn't tell)

2d lighting experiment

The Authority decided to investigate the Basement and leads to recovering classified documents Fun fact: The building has 928 doors and not 1000 doors. #horror

Double Rainbow!!!