Game
Where's Garry

3 days ago

V6.0 (Android Support, Custom Enemies, and MORE!)


This is the fifth post-release update for Where’s Garry!

This update mainly focuses on massively expanding the Map Editor, while also introducing several gameplay changes and a ton of quality of life improvements across the entire game!

IMPORTANT ANNOUNCEMENT

Last month, I uploaded a blog-post regarding this update's progress. In it, I've said that version 6.0 will be the game's LAST update.

Since then, plans have changed. Initially, this update was going to include a ton of new secret levels. However, I decided to split that into its own separate update: version 7.0.

This was done in order to properly deliver these new features and to not rush things out.

A huge amount of back-end systems were also rewritten behind the scenes, especially regarding enemy handling, map logic, performance, etc.

Android Support:

  • You asked, and I delivered.

  • Where's Garry is now OFFICIALLY compatible with Android devices

  • Includes full mobile support, a menu to properly customize controls, improved menus fitting for a phone, and more.

  • Unfortunately, I could not make the game compatible with IOS :(

Gameplay & Enemy Changes:

  • Added a new Difficulty setting:

    • Normal (enemies deal damage)

    • Hard (enemies insta-kill)

  • Certain enemies will no longer instantly kill the player in Normal mode

    • Mingebag takes 50% of your health

    • Meaty takes 50% of your health (and de-aggro)

    • Semper takes 25% of your health (and alerts Meaty)

    • Headsman takes 50% of your health

    • Null takes 75% of your health

  • Semper can now be scanned while he's fully visible

  • Meaty can now detect the player while chasing

    • previously he could do so while patrolling / standing still

  • Lowered Mingebag's attention span from 2.25 seconds to 2 seconds

  • Fixed an issue with Umbrella Man killing the player while inactive

  • Whenever enemies walk over sound-producing objects like bushes, trash, leaves, etc. the correct sound will now play at a slightly lower pitch and volume

  • Null has a new ability: Scan

    • Every once in a while, Null will scan for your position and head towards you

    • He is no longer a Mingebag clone

  • Updated Null’s description

  • Fixed overlapping Headsman animations

  • The Phantom's scan circle now properly follows him

  • Fixed an issue with doors being heard globally by enemies regardless of hearing range

  • Headsman can no longer:

    • Randomly walk into saws

    • Walk inside rooms

    • Spend excessive time inside the mansion

  • Barry Adjustments:

    • Increased Barry's maximum distance before skipping time from 42 to 45

    • Increased the delay before Barry starts moving again after a time skip from 1.6 seconds to 1.73 seconds

    • Increased Barry's cooldown between time skips from 3 seconds to 3.35 seconds

  • Garry in the intro sequence now spawns much closer to the player

  • Garry in the intro is now transparent like normal Garry

  • Updated Garry's time-stop effect

  • Added fall damage

  • The enemy scan detection system is no longer data-driven

Map Editor Changes:

  • Added a toggleable grid into Hammer mode

  • Added a brand new Controls menu inside the Hammer Editor

    • you can now fully customize editor controls to your liking

  • Added vertical movement support for map objects

    • tiles, props, patrol points, spawn points, and ground tiles can now all be moved vertically

  • Spawn points can now be rotated

  • Added a new Fog Density property

  • Added traffic lights into the Hammer Editor

    • includes both a trigger zone in Noise and an actual prop version

  • Added new exit door textures

    • Exit door textures can now be selected directly in the map editor

  • Added a ton of new props

  • Added a ton of new materials

  • Added several new Hammer-exclusive enemies:

    • Bruin

    • Bunnie

    • Duck

    • Wolf

    • Silentman

    • Tainted

  • Added a new Beartrap in Noise

    • walking into it heavily slows the player for 3 seconds while also stunning enemies

  • Added Fire as a Noise object

  • Added a brand new Puppet NPC system:

    • You can create cutscenes or events with it

    • You can fully customize its appearance

    • You can now make fully scripted scenes inside custom maps!

  • Added Custom Enemies:

    • Create and fully customize your own enemies

    • You can modify its behaviour, what sounds they play, how they look like, etc.

    • You can save and share them freely to others

    • No custom sprite support sadly (I couldn't figure out how to do it)

  • Doors in Hammer mode now visually display:

    • their interaction range

    • the direction they will open

  • Umbrella Man is now fully compatible with the Hammer Editor

    • his trigger zones can now be found under Noises

  • Improved many Hammer mode menus

  • Updated and improved the Hammer Editor help document

  • The layer and tile buttons are now synchronized

  • Removed the Quick Switch and Hide Navigation options

    • no one used them

UI & Quality of Life:

  • Added a new Extras menu

    • Includes enemy animations, jumpscares, gallery, and a sound test menu

  • Moved the custom map list into Extras

  • Moved the Sound Test menu into Extras

  • Added a new Configure Controls setting

    • you can now fully rebind controls

    • NOTE: if you have a different language on your keyboard, controls may not respond accordingly! If you cant move make sure to rebind your controls

  • Added several new main menu backgrounds

    • including unused backgrounds and new ones themed around secret levels

  • Main menu backgrounds are now dynamic

    • you will only see a map's background once you've reached that point in the game

  • Removed the old Sound Test room easter egg

  • Added a new button that opens the Custom Maps folder

Map Changes:

  • gm_bigcity

    • The player no longer spawns facing the wall

  • gm_slaughter

    • You can now fully jump over the string

    • Removed several patrol points in gm_slaughter

    • Fixed the carpet texture in gm_slaughter being unusually small compared to the rest of the game's textures

  • gm_graveyard

    • Fixed several misplaced materials

  • gm_construct

    • Reduced trash and leaf texture sizes from 256x256 to 128x128

    • Made gm_construct textures pixel-consistent with the rest of the game

  • gm_ninetenths

    • Fixed several broken walls

  • testchmb_a_11

    • Removed a few of Umbrella Man's zones

Miscellaneous Improvements

  • Did several large performance optimizations

    • These improvements are especially noticeable after patching the first error

    • Improved how the game handles enemy and error handling

  • Moved the Input System to Unity's newer version

    • Movement is slightly snappier than before

  • If multiple "first" errors exist in a custom map

    • the timer and enemies will now only activate once all of them have been patched

  • Default language files no longer appear in the Languages folder

    • they would've been overwritten anyway

    • Instead, the game now includes an example language file

  • Added new default custom maps:

    • gm_kleinex has been updated

    • removed gm_obby

    • added gm_meaty

      • an obstacle course against Meaty

    • added gm_robotics

      • an abandoned facility full of robots

    • added wg_gloom (by Yoovy)

      • a custom boss battle against 404

    • added wg_wintermanor (by PDA Expert)

      • enter the Headsman and Headswoman's winter mansion

Version 6.0 continues expanding the game's systems while heavily improving the Map Editor!

See you in our last ride: 7.0!

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