v0.8.2 Changelog:
- Beautified enemy sprites
- Remade climbing animation
- Slightly reduced climbing speed
- Polished certain animation frames for player sprite
- Corrected a bug where crouch tutorial reference doesn't dissappear when already crouched
- Made a "flinching" animation replacing the one frame hurt sprite for enemy
- Extended "staggered" state for enemy
- Made enemy stagger regardless if detected or not
- Rewrote enemy gunshot detection mechanic
- Slightly extended enemy sound reaction delay
- Added sfx for avalanche
- Added XBox Gamepad compatibility (Meny buttons still require mouse cursor to interact with)
- Optimized multiple chunks of code
- Rewrote player input system
- Beautified knife melee animation
- Visual improvements to multiple assets (particularly radar dish on facility roof)
- Made enemies unable to hear small noises like running through wall/door/ceiling
- Reworked laser objects to make them dynamically scalable
- Implemented a "leaning" feature for player to look up or down while aiming
- Increased firerate for FRAN-A1
- Implemented a Stamina system
- Assigned energy bar to stamina instead of hunger
- Added weight classes for weapons to determine stamina expenditure
- Enabled quick menu for healing (H key)
- Implemented a system tracking previously picked up items, destroyed cameras, and lamps
- Fixed bug causing laser to trigger alarm when disabled
- Replaced static enemy sprites in prologue with actual enemy units
- Beautified DM97 weapon sprite
- Updated DM97 for enemy usage
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