Game
Dead Alone

4 years ago

Project Apocalypse - Pre-Alpha 1.1.0: Full change log


Hey everyone ! First, I want to thanks all of you for playing Project Apocalypse (you are more than 1100 to have downloaded the game o_O !!). I want also to thank everyone who gave me some feedbacks !


So, in this first update I made a lot of changes, fixes and added some new content ! See the full change log below to know all the changes:

New content:

  • The first important new feature is the New option menu ! This menu brings a lot of requested settings (like Keybindings, FOV, FPS limit) in a totally new and clean UI !

  • Weapons Upgrades are now fully part of the game ! You will now found 'blueprints' all across the map, which give 1 upgrade for a specific aspect of the weapons (reload time, precision, etc.). These upgrades are not binded to a specific weapon, you can choose to put them in any weapons (3 upgrades maximum per "class" of upgrade).
    You will find the 'blueprints' inside those kind of crates.

    highresscreenshot00000.png
  • Next, we have another new UI, the Inventory: It indicate to the player which weapon he actually equip, how many ammos, projectiles and heal items he have.
    Note: the Inventory will be used later in other usages than just show a resume of the player's stuff

    image.png
  • In this update I also added a new Shotgun to the loot pool !
    Note: I will add one or more weapons into each update !

    image.png
  • Finally, the last new feature I added in this update is Fall Damage: Fall damages are an obligatory mechanic for a survival game, so... here they are !


Changes:

This update bring also a lot of changes with Quality of Life features, Balancing or Visuals updates.

  • (QoL) Improved the Stamina bar visibility and added a small number to improve even more the visibility of the stamina status

  • (QoL) Added a bloody effect overlay becoming more intense when the player is low hp

  • (QoL) You can now skip the waiting time between the waves by pressing 'X'

  • (QoL) If the last few Zombies are hidden or get stuck, the player will have their position after some delay

  • (Balancing) Reduced the Zombies range of damages (4-8 damages -> 3-6 damages) and reduced the range of speeds (600-650 -> 400-550). In return, Zombies now slowdown the character when he got hit (for 1s)

  • (Balancing) Nerf of the damages for the Machine Gun (14 -> 10) and reduction of the mag size (110 -> 105), all this reduce the number of zombies that can be killed with one mag (15 -> 10)

  • (Balancing) Reduced Stamina depletion quantity (2 -> 1 for sprinting; 10 -> 8 for jump) and reduced the time before the stamina regen (3s -> 2s)

  • (Balancing) Tweaked some parameters on the wave spawner (resulting on a more smooth increase of difficulty)

  • (Balancing) Hugely reduced sniper dispersion while aiming

  • (AI) Improved AI's navigation zone allowing them to move easily on the map especially on the vehicules even if some are still problematics
    Note: I'm working on a totally different system for pathfinding by including the ability for Zombies to jump procedurally

  • (Performances) Improved general stability and performances resulting in a more stable an higher framerate
    Note: Zombies spawn can still cause some lags, further investigation will be needed in order to fix or improve this

  • (Visual) Changed a bit the main menu and pause menu to be in agreement with the other UIs style

  • (Visual) Removed the ugly floating widget indicating the life of the zombies, don't worry, they still have 100 hp


Fixes:

  • Fixed a bug which, in some case, can cause the player to lose control of the character when exiting the Workbench and exiting the Workbench won't duplicate anymore the main HUD

  • Interact with the Workbench no longer reset the zombies counter

  • Fixed a bug which can cause the UI to don't update properly the Zombie count

  • Zombies attacks will now be accurately calculated (this avoid some of the attacks to be skipped or doing wrong damages)

  • Disabled the native virtual reality support of Unreal Engine which can cause the game to start in VR mode for some users

  • Fixed a bug which caused the stamina to be consumed even when the player wasn't moving

  • Fixed a problem which could cause the 'weapons list' UI to glitch off the screen in some resolutions

  • Projectiles will no longer be launched when the Healing or Projectile Selection Menu is active

  • Blocked some places where zombies couldn't follow the player

  • Zombies wont respawn until you exit the spawn building after being dead

  • Grenades Frag won't anymore deal damages through walls
    Note: Fire from Molotov still deal damage through walls, that is intentional

Known Issues:

  • Zombies don't react to Projectiles

  • Zombies still can't reach some places, especially some tall vehicles



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