Game
Lockdown

11 months ago

Patch v1.4 - Linux Release, Survival Mode & Major Changes


Survival Mode

  • A new vehicle will spawn every 30 seconds

  • Mountain side will be closed

  • Pier's parkour section will be removed

  • Health pickups will respawn after 2 minutes instead of 30 seconds

Additions

  • Added Screen Mode Option (Windowed, Fullscreen & Borderless)

  • Added World Map Keybind

  • Added invisible walls to houses to prevent players from getting trapped behind the walls

  • Added a proper loading screen

Changes

Damage System Overhaul

  • Head On Collision - Highest Damage

  • Front Collision (While Player is Idle) - High Damage

  • Rear Collision - Medium Damage

  • Side Collision - Medium/Low Damage

  • Rear Collision (While Player is Moving) - Very Low Damage

Air Control Overhaul

  • Pitch - Left Shift & Left Ctrl

  • Roll - A & D (Steering)

  • Yaw  - Spacebar + A & D (Handbrake and Steering)

Fixes

  • Fixed an issue where vehicles would spawn/teleport on top of each other

  • Fixed an issue where player's vehicle would start spinning in circles after exploding

  • Fixed improper tire marks on dirt/grass (again)

  • Fixed an issue where ai would get teleported out of bounds

Optimization

  • Replaced Nav invokers with a fully dynamic navigation (Prevents stutters and massive fps drop when going fast)

  • Merged Roads (Reduces GPU Load)

  • Instanced static meshes - Trailers, fences etc are only rendered once and then duplicated to other areas (Reduces GPU Load)



0 comments

Loading...

Next up

Insta Deform Plugin

Don't think I'll end up using it

Porting Lockdown to UE5

A couple of issues but I think I can work them out

You've Got Mail

HOWDY PARTNERS!!!

I couldn't put Brad here in the front of post so he'll be in the article

Lockdown UE5 Edition

v1.5

Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.

Marbled Polecat

Binturang - Bearcat

Digital Prison

I was able to get the navigation build time during initial load down to like 3 seconds.

The game runs much smoother now - part of the problem was my approach to finding path for chasing player, alongside navigation invokers