Changelog for Definitely Sneaky But Not Sneaky 1.1.3
Hello anyone,
Definitely Sneaky But Not Sneaky has just been updated to version 1.1.3 to address some compatibility issues.
Changes:
Changed Unity scripting backend from Mono to IL2CPP. (Benefits can be read about here- mostly should be compatible on more devices + a bit faster)
Added a second launch option for the game that uses Direct3D 11 graphics API instead of the default Vulkan API for users having difficulty launching the game. You will see the prompt on game launch.
Fixed a crash caused by closing the game by right-clicking the game on the taskbar. This crash would not occur if the game is closed via the main menu.
I'm sure there are still some compatibility issues out there- I'm trying to find them and remove them! If your game is crashing, please visit the discussions page in the community tab and find my post about submitting a bug or post in the subreddit!
Thanks for reading,
Thomas boxedworks
Changelog for Definitely Sneaky But Not Sneaky 1.1.2
Hello anyone!
Definitely Sneaky But Not Sneaky has just been updated to version 1.1.2 to fix a small graphical glitch with bullets.
Bugs Fixed:
Fixed a visual bug when firing bullets that would sometimes cause a large streak to appear across the screen.
Thanks for reading!
Thomas boxedworks
Changelog for Definitely Sneaky But Not Sneaky 1.1.1
Hello everyone!
Definitely Sneaky But Not Sneaky has just been updated to version 1.1.1 in order to address an issue with achievements. It looks like I messed something up when creating the demo of the game and somehow disabled achievements! Fret not for the issue is now resolved.
Features:
Added the flamethrower (this was actually done a few months ago but I never made an update log for it).
Tweaked a few levels to be fairer / less of a bullet hell.
Bugs fixed:
Flipped a switch that was disabling achievements.
Optimizations:
Updated Unity project version to 2020.2.1f. Hopefully, this only breaks a few things...
Thanks for reading and I hope you enjoy the game!
-Thomas
Definitely Sneaky But Not Sneaky 1.1.0 Feature Update
Hello everyone!
A large feature update for Definitely Sneaky But Not Sneaky has just been released! Version 1.1.0 has many new game features and optimizations. This update focused on adding new items, a new loadout system, a new shop system, and a new horde mode!
I have been working on this feature update for about a year, now. I hope everyone enjoys the new features and QOL additions.
Before you read some of the features and other goodness, note that Definitely Sneaky But Not Sneaky now has a subreddit on Reddit! Come visit and share your content or ideas! Another more important, bleaker message: If you have this game before the current version (1.1.0), all of your save data will be unfortunately deleted. This is due to the way some elements were coded to save engine-wise. I apologize to any old players (if any exist).
Features:
A new survival mode with 2 maps; survive endless waves of enemies. Earns points, buy weapons and upgrades along the way. Die and you have to start over! Unlock the second map by getting far enough in the first.
Added new weapons: machine pistol, double barrel pistol, bolt rifle, lever-action rifle, DMR, sniper, crossbow, double shotgun, burst shotgun, grenade launcher, sword, and an axe.
Added utilities. Utilities are things that you can equip and usually throw: grenade, impact grenade, C4, shuriken, big shuriken, explosive kunai, sticky explosive kunai, and the stop watch.
Added mods. Mods are short for modifiers. Equip modifiers to affect your gameplay at expense of using less items: self-explosion resistance, explosions up, faster reload, max ammo up, laser sights, armor up (Survival only), and no slowmo.
A new loadout editing system; create custom loadouts to beat the Classic mode! Find your preferred combination of weapons, utilities, and mods to beat the main mode.
Added a shop for the Classic mode. Earn money by playing the game and buy weapons, utilities, and mods to make your desired loadout.
A new stats menu to see some general kill / death stats. Along with the stats menu, you can see session stats in the pause menu during the game.
A new tip system that will try to teach the player about various aspects of the game.
A control menu that details what buttons do what action for controller and keyboard. This menu also details game mode-specific actions (Classic mode vs Survival).
A better menu system.
Reloading now takes time; for balancing reasons, all weapons have different reload times. Yes, you have infinite bullets, but can you reload before you run out of time?
Optimizations / Polish:
Updated Unity Engine to version 2019.3.4f1.
Enabled the Vulkan graphics API for improved performance.
Added a slight blur post-processing effect.
Increased shadow / lighting, bullet, and blood VFX.
Improved enemy AI (fewer weird behaviors like running away randomly)
Level loading is faster and looks nicer.
Most noises and sounds have had another polishing pass-over.
Small things:
Some weapons' bullets can kill multiple enemies. The bullets move faster and are bigger the more enemies they can penetrate.
Some weapons have knockback that will influence your movement.
Polished the player UI to show your health, current loadout, ammo count, and melee cooldown.
Changed most TextMesh objects in Unity to TextMeshPro objects; allowing for better visibility of text in-game.
Increased player / enemy movement speed
Tweaked how running works to make it easier to use; press the run button once and you won't stop running until you stop.
Changed the way you swap loadouts from L1 / R1 to Left / Right D-Pad.
Slowed down knife use rate.
Removed some level themes; some just did not look nice.
Decreased the distance that enemies can knife you at to feel more fair.
Removed the bat in favor of the Katana. Swords are cooler...
Added small text tutorials for each mode to aid in player understanding.
You can press Up on the D-Pad to switch the hand each weapon is in in-game.
All colliders have been removed from player and enemy arms. This allows for more accurate and fairer bullet / melee collision detection.
You do not have to press the reload twice to reload two guns now. There is a setting for both in the control options.
Unplugging a controller or leaving the game window will pause the game in an attempt to keep you from dying.
Added a small line in front of the player (on their ring) to help show player orientation.
Controller vibration has been added when health is lost or death for better feedback on player status.
Depending on the feedback from this update, the game may receive additional free feature updates. Stay tuned!
Finally, there will be a promotional sale for this update. The sale will be 50% ($5 -> $2.50) from 6/18/20 to 6/25/20. Afterwards, Definitely Sneaky But Not Sneaky will be participating in the Steam Summer Sale with a discount of 25% ($5 -> $3.75). Grab the game while it's on sale!
Changelog for Definitely Sneaky But Not Sneaky 1.0.4
Hello everyone!
Definitely Sneaky But Not Sneaky has just been updated to version 1.0.4. With this update comes the usual: some new features, bug fixes, and optimizations! The bulk of this update is for small polishing details and performance optimizations.
Features:
Added a new weapon: the AK-74. Unlocked in the second difficulty.
Added seven achievements (On your way, Murderer, Die, Sneaky, Sneakier, Home run, Teamwork).
Added a 'Social' menu to the main menu. It includes links to the boxedworks Discord, Twitter, and a link to the music used in-game.
Merged two level menus into one. It should now be easier to choose which level you want to play.
Bugs fixed:
The first map loaded in a play session might have missing wall tiles. This was fixed by loading a map right when the game starts.
Deflected bullets will miss their target and fly everywhere. The method the bullet uses to reach its destination after being deflected was updated to fix.
Grenade enemies will not explode sometimes. This was caused by the explosion script trying to access a null joint (specifically, the hip joint if chopped in half).
Ragdolls would change to a shade of black if near some lights. This was caused by the skinnedMeshRenderer's root bone being at the Base of the ragdoll instead of the Hip.
Optimizations:
All furniture meshes are combined into one at the end of level loading. This has dramatically sped up FPS and rendering times per frame.
The Unity Job system is now being used for enemy physics-based raycasting.
Changed enemy raycast count per frame from three to two. There was one for left, middle, and right; now there is just the left and right.
Small things:
Tweaked the colors of the themes for better visual appeal.
All camera movements have been slowed slightly.
Some levels have been tweaked; furniture added, enemies moved, etc.
If the ragdoll is only holding one item, they will no longer stick both hands out (the empty hand would stick out before).
That is it for now! However, there are of course some features in the works.
-Thomas
boxedworks
Changelog for Definitely Sneaky But Not Sneaky 1.0.3
A new update was rolled out last night that should fix some issues you may or may not have noticed along with introducing a few new features! With this update comes a week-long sale of 30% on the Steam store from 4/22/19 - 4/29/19 so if you are looking to pick up the game, now is your chance.
Features:
The second difficulty has finally been completed; enjoy trying to beat those last few levels! The total level count is now at 288.
Added a laser sight toggle to all firearms for more accurate aiming. To enable, press 'TRIANGLE' or 'Y' on your controller or press the 'F' key on the keyboard.
A splash screen is now shown before the main menu that recommends using a controller.
Many levels were given another coat of polish; objects were moved slightly and some lights were removed. This was done for aesthetic and performance reasons.
Bugs fixed:
Different monitor refresh rates no longer affect gameplay. Before, the different refresh rates would affect character movement, rotation, and animation speeds.
The enemy that chases you with the bat no longer tries to infinitely chase your dead body after death. He now stands still and contemplates life as he should.
Bullets do not collide with doors when they are closing. Before, a second collider was present on the door that would remove bullets if you shot while the door was opening.
Raycasting for melee weapons has been tweaked so it should be easier to melee enemies. Before, it was harder to successfully melee an enemy.
The noise that plays when your gun is out of ammo has been slowed down. Before, if you were out of ammo and held down the trigger, the noise would play very quickly and would get annoying.
The Player UI (P1, P2, P3, P4) does not show itself until the main menu appears. Before, it would show itself during the splash screen.
The VFX flickering of candles/light sources has been lessened. Before, some people complained about the intensity of the light flickering.
The second main menu song's volume has been slightly lowered. It was slightly too loud before.
Optimizations:
Enemy colliders are properly removed after death. Before, some colliders were not removed because of an indexing mistake. This should improve performance as fewer physics objects need to be updated.
Changed the mesh count of all characters from 11 to 1. This reduces the number of draw calls and should improve performance.
Enabled GPU skinning for supported hardware. This should take some strain off of the CPU.
Hopefully, those of you who have played the game enjoy and notice the new features! There are some more features currently in the works that will be coming out shortly such as:
Online P2P multiplayer (!).
A 'How to play' menu for better instructions.
A 'Social' menu for Twitter, Discord, and other social channels.
Remember, I am always looking for feedback or ideas. If you ever have any, do not hesitate to reach out to my Twitter or Gmail (boxedworks@gmail.com)! Keep your eyes out for the next update!
Changelog for Definitely Sneaky But Not Sneaky 1.0.2
Hello anyone and everyone! A new update was just pushed out to address some issues I have been thinking about since the last update which includes new features and minor bug fixes.
Features:
The silenced shotgun has been added and unlocks in the harder difficulty.
You can now select your character's color in the options menu between a selection of colors.
A small UI indicator when you die to remind newer players how to restart the game without using the pause menu.
Bugs fixed:
Unity's new Input System has been implemented, fixing most if not all of the controller issues in the previous version. Multiplayer should not have any issues concerning controllers.
Aiming has been improved significantly. Before, the character's arms were like 'jelly' and would bend; making it hard to aim. Now, your arms point perfectly straight, making aiming much easier and more precise.
Enemies with ranged weapons would shake violently when they were supposed to be standing still.
Barrels' heights were too tall and would cause a visual glitch when bullets passed over them.
I hope you enjoy these quality of life features and bug fixes! There are more updates in the works including new levels, player all-time stats, a better main menu, and more settings to change in the options menu. Please report any bugs or feedback to me via my Twitter!
Changelog for Definitely Sneaky But Not Sneaky 1.0.1
Hello all, a shiny update was just rolled out to polish out some of the gritty details that got left out before release!
Added POLISH:
The 'BACK' button for menus ('CIRCLE' for PS4, 'B' for XBOX, or 'BACKSPACE' for keyboard) will no longer exit the game in the main menu. It will now place the selection to the 'EXIT' selection. It was too easy to quit the game by accident before.
You can now speed up the splash screen and credits to get past them faster.
After a music track is finished playing, it is unloaded from memory. This leads to a dramatic decrease in RAM usage over time.
Hitboxes for chairs are smaller. Hopefully, you will stop getting stuck on them...
Co-op colors have been updated for better contrast: 1st player stays blue, 2nd has been changed to yellow, 3rd has been changed to cyan, and 4th is now orange. Please give me feedback for better player colors if you have any.
Minor optimizations with different maps such as moving some furniture, or adding/removing lights. (I will try to keep track of specific map changes for the future)
Fixed BUGS:
Enemies with ranged weapons only shoot if within a certain distance. If they are not in that distance they become stuck and constantly shout '!' at you. (Caused by a check to see if an enemy is stuck which would revert the enemy back to an idle state infinitely)
With redirected bullets, if the original shooter dies before the bullet returns, the bullet gets stuck in space; unmoving. It stays there until someone unluckily runs into it or the map reloads. (Caused by the bullet trying to return to sender even if the sender is dead)
When the goal is picked up, even if the bat chasing-guy is dead, the 'slap' death sound effect plays as if they just died again. (Caused by lack of checking for the bat guy being dead)
For a brief moment in co-op after a player other than player 1 dies, their ring turns red as it fades out. (Caused by the alpha in the color turning negative)
When selecting the 'Force Keyboard' option in the Game Settings with a controller, the setting does not change. (Caused by the number players changing, causing the setting to be toggled twice, finally setting it back to its original state).
The tutorial arrow does not disappear if the level is switched before the tutorial completes. (Caused by the tutorial loop breaking without hiding the arrow)
Please report any bugs to me via my Twitter or in the Community section! I will do my best to look into and fix them. You can also give me suggestions for possible features to be added at those locations.
This is not the last update to come to Definitely Sneaky But Not Sneaky! Future updates will include:
Harder maps
More settings to customize (Camera, controls)
Better menus
Steam achievements
Player all-time stats such as deaths, kills, teamkills, etc.
Features that are not guaranteed:
More (multiplayer) modes such as: Party modes, challenge modes, survival
Level editor along with Steam Workshop
P2P Steam multiplayer
Hold tight until the next update drops with some more features. They will be mentioned as they progress.
Enjoy!
Thomas
boxedworks
Game launch
Definitely Sneaky But Not Sneaky has finally launched on Steam! Please enjoy the game and good luck. Here are some tips for getting started in the game:
Look at the controls menu!
Play with a controller (optional)
Aim your character with the right thumb stick
Use both weapons!
Play with a friend
You can contact boxedworks through Twitter. There will be upcoming updates with added features and levels coming in the near future. Keep a look out!