This is a preparation update for the new episode 3, this update includes some enemy and visual changes.
Added a head-bob to the player camera.
Zombies are now a different model and have different sounds.
M8 now no longer includes any intelligent mutated.
Fixed the random difficulty spike in M9.
More intelligent mutated such as the Pistol Militia, Shotgun Militia, etc. Now make noises depending on the situation and are more dynamic than they were originally.
Incorporated more changes to improve stability.
Added Episode 2's radar to improve player visibility in all maps except M7.
M2's Death Militia has been moved from the walk-way, it should move now.
Replaced the Sporting-12 with a Shorty Pump shotgun. (The Sporting would require loading 6 shells regardless of the amount it held and in turn game flow suffered.)
All enemies except for the Death Militia, and Puzi (crawlers) will ragdoll upon death. While it looks a bit stiff, it looks alot better than when enemies would clip through walls.
Updated the UI to be consistent with Episode 2.
New scripting for the doors in M7 and M8.
Fixed level design errors in M9.
Known issues :
New audio for the intelligent mutated have a lower repeat of the played audio which happens rarely. Its nothing too annoying as it mostly sounds like space technology starting in the background and ends fairly quickly. I'll still try to fix this.
Chained torsos are labelled as alive in the radar.
As always, I will eagerly await more feedback so that I can improve the game even more. I miss the days of when video games weren't afraid to try and experiment with new concepts, while I can't say all of them are necessarily new at the moment, it certainly improves the game for the time being.
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