Price Drop, Legacy Gifts, Procedural Maps, New Mechanics, New Enemies
Hey Gang! Some of you might have noticed that we've been quietly pumping out a lot of changes the past month. The changes were happening so often that I figured to just save it all for one big post. This one's a Whopper so get ready ;]
We've been listening, boo! (。•̀ᴗ-)✧
Game Price has Dropped
Legacy Supporters Gifted all future DLC's (Thanks for your early support guys! I got to eat real food <3)
All Levels are now Procedurally Generated (Weapon Table Spawns with the Player)
Bullet Decals and Particles now Effectively Applies
Critical Damage Now Properly Applies (50Cal receives a higher modifier)
All enemies behavior patterns & attributes have been altered
Replaced majority of meshes & added substantial animations to their respective types
New Mechanics: Feint, Flow, I-Frames, & Modifiers
Mobility & Understanding of F&F (Feint & Flow) is Crucial for survival
Low Openings can be accessed through an aimed Powerslide
High Openings can be accessed through a Double-Jump Dive
Disabled Wallrun - Maps are too small atm & Procedural Design is Unstable
Feint
Crouches will dodge Horizontal Swings
Jumps will dodge Low Swipes
Strafes will dodge Vertical Swings
All Enemies have an attack window from Initiation to Damage Application, which can easily be (individually) Kited by simply Backstepping or Strafing. This is Different from I-Frames (see next)
New Mechanic: I-Frames (Invincibility Frames)
There is a small I-Frame Window during your Dive & Slide where players are immune to all damage
A Properly Timed I-Frame will Ignore all Status Effects (e.g. Banshee's Scream)
Some enemy types & modifiers possess this same mechanic
New Mechanic: Enemy Modifiers
(Varied Probability to activate on Spawn based on Type)
Charred (On Fire) - Health & Damage Increased
Jacked (Halloween Update) - +Health & Immunity to Critical Damage
Chameleon - Permanently Invisible
Aegis - Vulnerable Only to Headshots
Feedback - Causes Return Damage to players within Range (Electrical Sparks)
Replaced/Added Unique Models:
Tank
Runner
Melder
Blinker
New Enemy Types:
Crawler - Low Frame & Small Knockback
Caustic - Low Frame, Fast, & Explodes upon Death/Proximity
Banshee - Stationary & Slows Movement
Note: The change to procedural levels & large number of new enemy types will require a substantial amount of rebalancing.
Since small adjustments have and will occur on a daily basis, I won't post any changes unless they are substantial.
The Banshee & Blinker are both extremely difficult additions (on purpose), even for us developers σ(≧ε≦o), so watch out for them! Remember that a lot of the stronger enemies have key weaknesses.
Working On:
Ammo, Currency, Experience, Upgrades
Lost Dahlia (Card Modifier Meta-Game)
Happy Halloween Guys!
(≡人≡;) Halloween Update & Discount
m(_ _)m... sorry gang, got insanely ill. no excuses, gonna grind to pump out as much as we can. Steam's pending the 50% Halloween discount right now. We're excited since the team's growing and we can finally start releasing what we always wanted to feature.
So, uh. an explanation, as its simply unacceptable that we haven't been able to release these updates on schedule. I haven't been sick for a decade. Vomit-free since 06 etc, those fun adolescent days. I've also been traveling to meet with investors around the world. Still not sick. So what got me? LAX's return flight. My fellow Californians doused me with some mutant-suicide bug that apparently no exotic bacteria could do. o(_ _;o)
I've been releasing small packet patches here and there, but really until a few days ago I haven't been able to do anything outside generate monotonous moans like an emo teen post heartbreak.
Anyways! Enough of that. Nose to the grindstone.
Thanks for the patience guys! o(≧∇≦o)
Alpha 2 Up
Hey Gang! quick post here, kinda rushed and need to board one of the longest flights in the world back to LA so will be unavailable for around a day
Uploading 3 versions of Alpha 2 for the mods to swap between incase there's any issues, maps being redesigned by T which well allow opportunities to wallrun (should be out within a few days), I will release a method to swap weapon designs between players as soon as I can. Cheers! <3
Alpha 2 Prepping
Alpha 2 is developing much faster than I could have hoped (´∀`)♡ ~♪, Video is up. The build should be released within a few days with daily updates for a week as I gradually introduce previously locked code.
FoF is still
DISCOUNTED on Kickstarter for a month. Just remember that I cannot give Keys until the goal is reached.
After that there will be a short hiatus before Black Friday discount hit
Developer's Diary & Kickstarter
10/4 EDIT: Added Skill Surge in Hotfix 2. The Kickstarter is Up, Developer's Diary 1 has been added (2nd Video), Fixed that annoying security bug from website link
~<3 thanks for your patience! 乁( ˙ ω˙乁)
Alpha 1 is Live!
10/2 EDIT: To address the important changes players are requesting, I'm accelerating Alpha 2's release. This will delay changes from Hotfix 2, but ensure that I'm able to pump out as much content as possible. sorry for the inconvenience!
(´;ω;`)
Releasing a Video asap that will try to address general questions regarding the Title
Remember that there will be substantial changes within the upcoming weeks to the product, if you don't want there to be constant updates to the game, feel free to wait until Alpha 2, which will bring massive changes to the build. (ex., it shrinks the current 20 gig size --> 4 gigs and lowers overhead by ~50% while still maintaining the same visual fidelity. )
Would release it sooner but the improvements come from a foundational recreation of net-coding independent from the engine (aka I need to rebuild nearly everything, nearly done though!)
9/28
Quick Note, Co-op is currently NOT stabilized, it will be by Beta 1
Yes, Weapons are our current Priority. Yes they allow heavily customization.<3
Sincerest apologies for any confusion, until the team grows, I'm limited as the only coder
‧º·(˚ ˃̣̣̥⌓˂̣̣̥ )‧º·˚
My priority is to first ensure that the single-player experience is fun, balanced, and challenging. That way, when the game transitions into co-op, it will be the best possible experience that we can offer.
The Alpha 2/Beta 1 builds are simultaneously developed for this reason, the former for mechanics, and the latter for co-op. If I rush Beta 1, this will leave the other (weapons/classes/progression) temporarily undeveloped.
However, due to requests, I can prioritize on rushing its development, please let me know which you guys prefer. Stability vs Reciprocity.