New explosions and fixed controller problems in v0.83a
We have finally replaced the free ugly detonator FX with our own animated cartoon explosion. It is so good that we will release it on Unity Asset Store.
The Windows version now uses XInput instead of Unity input for controllers. It results in a wider controller support, and it fixes some problems with the triggers. We have also found that FPS affected input sensitivity, which was fixed.
New controls and Linux support in v0.82 Alpha
Reimplemented the weapon aiming system (should be good now).
Added Linux version.
Improved HUD (weapon cycle widget).
Added config files to mess with the game parameters (check our forum for more info).
Bold Update v0.81 Alpha
Below is a quick checklist of the most recent game improvements:
New game level: Residential
New weapon: Extinguisher
Improved controls and mouse support
Optimized performance
Fixed ICBM level
Improved camera
New crates
UI and HUD improvements
More bots in the training mode
Fixed minor bugs
New game level: Residential
The rabbity architects have just built skyscrapers on an island flying in the air among clouds. The buildings have unwrought interiors, but the squatters are already here. It looks like the whole island will be ruined before the finishing work. Despite this, the rooms will be painted, and furniture will be brought in the next game update.
New weapon: Extinguisher
The Extinguisher is a new non-lethal weapon (or maybe). It is in the default inventory, and it is intended for flying and blowing objects away. It improves rabbit mobility, helps to orbit around a planet, and travel to locations that are uneasy to reach. It has three fire modes: 50% (Fire), 100% (Alt. Fire), and 150% (Fire + Alt. Fire). Be careful, we do not limit your maximum speed, and it is painful to become immediately stationary.
Improved controls and mouse support
Now you can adjust vertical sensitivity. The default keyboard binding of Player 1 uses the mouse for aiming up and down, the wheel for cycling weapons, and the mouse buttons for the primary and secondary fire. We are aware that aiming may feel old-school, but please have in mind that it must be consistent with the gamepad controllers and the second player using the keyboard. We are still researching a convenient way of controlling a rabbit that gives equal chances to all players regardless their input controllers. Your feedback is welcome. Finally, we have also added more gamepad mappings.
Optimized performance
The terrain textures are now compressed. It is a high-quality DXT compression, and there is no visual difference. The game is lighter than before, levels load faster, and there should be better framerate on older computers.
Fixed ICBM level
Your rabbit will no longer hit the platform with its forehead when passing by the guard tower. The platform is now placed higher.
Improved camera
Previously, the camera was following a rabbit with a slight delay. Now, it slides smoothly ahead in the direction of its movement. It helps to oversee the destination when a bunny is travelling with a high velocity. It also gives a sense of more dynamic action - especially when you hit an obstacle with the body.
New crates
The old crates were based on free graphics. The current ones are consistent with the game style and have a significantly different appearance depending on their content.
UI and HUD improvements
Game menu controls are smoother to use. The enemy and interaction indicators in HUD are no longer transparent, which improves their visibility. The crosshair is now red (it will be customizable in the future).
More bots in the training mode
The maximum number of bots is now 12 instead of 6. They spread even more havoc and disaster.
Fixed minor bugs
There used to be random explosions when a rock hit an inventory crate. We have also fixed some errors in the gamepad binding screen.