Game
Last Days: Refuge

8 months ago

Devlog #6 [eng] GUI improvements, backpacks, new animations and much more...


Locations


Work is underway on the location and various decor. There are already points of interest:

new1.png
new2.png
new3.png

GUI and inventory


  • Cursor and sight:

Added inventory cursor.

Now the player does not turn behind the mouse when the inventory is open.

  • New GUI elements:

Added quick access slot for pistols.

Added a slot for T-shirts.

Added a slot for backpacks.

Added compartment for shoes.

  • Reworked GUI textures for clothing and weapon slots:

    new_gui.png
  • Inventory location:

Changes in the location of inventory and other cells associated with it.

  • Weapon replacement function in the quick access slot:

The weapon replacement function has been removed; now the weapon will only be moved to the cell if it is empty. Previously, if a cell was occupied, the weapons that were there were moved to inventory.

  • Increase Inventory:

Using backpacks you can increase your inventory.


New items


Added many new different items:

new_item.png
  • New features for some inventory items:

For some items, such as water bottles or syringes, the inventory will display the number of uses and max. number of uses.

Example:

new_item2.png

For first aid kits, the possible health recovery and its maximum potential will be displayed.

Example:

med_item.png
  • Added loot spawn in boxes:

Added a simple loot spawning system. The function is being tested and will be further developed.


Weapon, its parameters and sight


  • Added 2 carbines:

GUREG "77/22"

RUGER "AMERICAN RIMFIRE LONG RANGE TARGET"

carabin.png
  • Added 2 pistols:

Colt M1905

Colt M1911

pistol.png
  • “EVERYTHING” that affects shooting and weapon behavior has been reworked:

Now the damage does not depend on the caliber of the bullet. Each weapon now has its own damage. When fired, the speed of the bullet now depends on the weapon from which it is fired.

The recoil of all weapons has been completely redone, and a new weapon accuracy parameter has been added. It also affects the flight of the bullet.

Now, when shooting, the sight will shake from recoil, which makes shooting even more difficult, and the weapon in your hands and the hands themselves will also shake.

  • Changes in scope movement distance:

The range for all weapons has been reduced.

The range is now the same for rifles, submachine guns, bolt guns and sniper rifles.

Now the cursor movement distance will increase if the player takes aim (the sight will be able to move a greater distance).

For pistols the magnification is minimal, for the rest of the weapons it is average, except for the Steyr AUG A1.

Steyr AUG A1 - due to the built-in sight, it will have a longer sighting range than other weapons.

  • Added the ability to change weapons:

Since a new slot for pistols has appeared, the ability to switch between weapons has been introduced.

Buttons for switching between weapons:

key 1 - removes weapon, player uses fists to attack;

key 2 - takes out a weapon (if there is a weapon in the cell);

key 3 - takes out a pistol (if there is a pistol in the cell);

  • Displays of weapons in hands:

Improved display of weapons in hands when the player turns while holding them.


Zombies and their artificial intelligence


  • Added a new type of zombie:

Rotten zombie - has less health than others but moves a little faster.

new_zombie.png

Grenades


  • Damage from grenades to the player:

Grenades can now damage the player.

grenade F1 - deals full damage to health and takes away 3000 units. up to 5000 units blood.

RGO - causes full damage to health and takes away from 2000 units. up to 3500 units blood.

Fragmentation damage from grenades - deals full damage and takes away from 150 to 300 units. blood.

  • F1 grenade rebalance:

The damage radius of the F1 grenade has been increased.

The minimum and maximum damage of the F1 grenade explosion has been reduced.

The maximum damage of F1 grenade fragments has been reduced.

Slightly increased the time before the F1 grenade explodes.


Video effects


  • Screen shaking effect when shooting:

Screen shaking when shooting with various weapons has been reworked and fixed.

  • Grenade explosion effect:

Improved video effect of grenade explosions, added smoke particles, etc.

The effects of RGO and F1 explosions will be different from each other.

  • Effect of taking damage from grenades:

The strength of the effect will depend on the type of damage: if the damage is caused by an explosion, the effect is stronger, if the damage is caused by a fragment, the effect is weaker.

  • Removed the screen shaking effect when the player runs (it did not work correctly with the shaking effect when shooting).


Animations


  • Added grenade throwing animation for F1 and RGO grenades.

  • Added animation for eating berries.

  • Added fire animation when firing a weapon.

  • Added shutter jerking animations for sniper rifles (bolt-action rifles): fast and slow.

  • Added animation for using syringes.

  • Added animation for using bandages.

  • Added animation for opening/closing boxes and picking berries from a bush (the animation is the same). Example:

open_box.gif
  • Added animation for taking out/hiding a gun (example below).

  • Added animation for taking out/hiding a weapon (example below).

  • Combined animations for changing weapons. Example:

    changing_weapons.gif

Player Parameter Balance


The time for food and water parameters to decrease has been reduced (by 2.5 times).

The rate of absorption of food and water in the player's body has been reduced.

The requirement for generating health from food + water has been increased from 150 to 175. How to understand? The player's food and water parameters together must be equal to or greater than 175 units.

The time for health regeneration from food and water in the player’s body has been increased (4 times).

Increased health loss time due to food or water stats when they are 0. This means the player will die more slowly from hunger or thirst.

Now the player's maximum health will drop to 80 units if the player's food and water parameters together are equal to 50 units or less (previously it was 60).

Now the player cannot run fast if his food and water stats together are 50 units or less.

Player movement speed has been reduced. This is done to better synchronize with the sounds of movement.


Sounds


- Added shooting sound for GUREG "77/22" and RUGER "AMERICAN RIMFIRE LONG RANGE TARGET".

- Added reload sound for GUREG "77/22" and RUGER "AMERICAN RIMFIRE LONG RANGE TARGET".

- Added pistol firing sounds M1905 and M1911.

- Added sounds for pistol reloading M1905 and M1911.

- Added the sound of moving a weapon to a quick access slot.

- Added the sound of moving a pistol to a quick access slot.

- Added sound for removing weapons and pistols from a quick access slot.

- Added the sound of a bullet hitting a zombie's body (4 options).

- Added a new sound for a bullet hitting a tree.

-Added 8 sound options for moving on a wooden floor.

-Added sounds for putting on and taking off T-shirts.

- Added sounds for putting on and taking off backpacks.

- Added background sounds of crows cawing (2 options).


Bug fixes and code optimizations


The code for bulletproof vest cells, their creation, etc., has been completely redone. Nothing has changed visually, but many related bugs have been fixed.

The code associated with weapons has been completely redone: reloading, shooting, etc.


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