Game
Rushaug: Feline Warfare

2 years ago

New update is now live, with emphasis on player feedback; particularly from Spillexpo 2023 (Annual Norwegian Game Exhibition)

 Full changelog below! #changelog #gamedev #devlog


v0.8.74 (nicknamed "Ember") Changelog:

  • Fire mechanics (introduced in last bugfix update, but expanded upon)

  • "Last Save" made default option on Game Over Screen

  • Bugfix: Player throwing ordnance while climbing ladder

  • Enemy Ticket System, adding a new layer to Alert Mode

  • Updated missing animation of Enemy Captain Unit (Death Animation 1 & 2, Crouch Walking)

  • Prevented Player from bleeding out while consuming healing item

  • Added contextual UI for interacting with keycard door without sufficient keycard level

  • Updated sprites

    • Base Layout Map (in-game object)

    • Ledge Grab animation

    • Weapons

      • AVGR-7 (Galil inspired)

      • CHC33 (QJY-88 inspired)

  • (Mission 1:) Replaced BG color inside base from pure black (RBG 0 0 0) to slight blue tint (RGB 12 15 22)

  • Cleaned up redundant assets not visible to player

  • Bugfix: Corrected missing wall in Security Annex (Mission 1)

  • Added an UI FX for when the alarm is triggered

  • Weight Rating System added

  • Keycard Door panels have been optimized, level 0 (no keycard) buttons are introduced

  • Bugfix: fixed bug causing keycard door panel to not properly animate in certain instances

  • More scripted encounters with Krynkel added

  • Changes to Mission 1 Level Design

    • Added a (secret) corridor with a connection to armory

    • Added a ventilation shaft connecting floor 1 & 2 above hangar

    • Added a Ceiling CCTV near save station in Electrical / Archives

    • Slightly raised the roof at jumping point inside ice cave

  • Added ignited Gasoline Tanks to memory array, not to respawn when reentering area

  • Integrated Exploding Barrels into Gasoline object as a variation for streamlined & optimized coding

  • Made ammo a potential loot drop from enemies (currently equipped guns determine ammo type)

  • Created collectible/item sprites for all ammo types

  • Minor adjustments to Item Feed UI

  • Made CCTV objects destructible from explosive blasts

  • Bugfix: Fixed bug causing Mounted Sentry to fire endlessly when reloading save

  • Significant improvements to Dialogue System (Box UI & code)

  • Made healing animation cancel when taking damage

  • Made player able to cancel healing animation

  • Adjustments to Ceiling CCTV; added two new animation frames, slowed turn-rate to allow longer window for player to sneak past

  • Work on Mission Selection Screen

    • "Yes/No" prompt for launching mission

    • Checkmark to enable/skip mission briefing

    • Adjustable image windows for Mission Briefing

  • Mission Briefings added

  • Bugfix: Prevented dropped loot from enemies from being stuck inside walls

  • (Mission 1:) Made enemies open front gate when detected outside entrance

  • Added option to jump to title screen at "Created by Tobias Edvardsen" by pressing Escape

  • Cleaned up some messy code

  • Properly labeled some nameless assets

  • Bugfix: Volume not mixing correctly for War Room/Briefing ambience

  • (Mission 2:) Renamed sector "Red Valley" to "Wadi Rouge"

  • Bugfix: Mission Start UI FX lingering on screen if leaving sector prematurely

  • Improved Cutscene Skip UI



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