After consolidating the engine in the last version, I spent the last 6 months optimizing and expanding the content. As a result the game is undergoing some very consequent changes.
This is a crossroads for Fast Action Hero, so much has changed in the game I can barely make an exhaustive changelog.
So be sure to try the tech demo and give me your feedback! Right click on the game -> properties -> betas and select "test".
Here are the main features :
- Improved Rift support
- Trigger bullet time whenever you want
- Defuse bombs or just watch them tear the pillars apart in slow motion!
- Take some time to breath between waves of enemies, and explore the mall, and its 3 floors, 6 shops, 2 storages and office space!
- Find the weapons scattered around the mall
Check the forum for a more detailed explanation of the new gameplay, and what is to come.
Finally, we're back !
Long time no see, but we're back. We were very silent for personal reasons, sorry for that, but here a big release !
General gameplay * Intro / Tutorial
* Outlined silhouettes indicating the best position in the cover
* Cover animation for enemies
* Redesigned bullet time
* Enemies shooting precision adjusted
* Difficulty adjustment
* Different enemy looks
* Revamped menu
* Reduced trigger sensitivity
Mission mode * Reworked missions
* 2 long missions in the mall
* 1 long mission in the motel
* Bomb defusal
* Boss
Environment * A bar
* A new motel
Hope you will enjoy it !
We spend a lot of time reworking on a lot of thing to be able to deliver the end of game faster.
Fast Action Hero dev team
Big update : the beginning of the story mode !
Hi everyone !
After tons of dev hours, we're very proud to announce you this big new release !
The main part is the introduction of the story mode !
There's 2 missions playable right now.
The Mall and the Motel.
You have to find your way through a lot of ennemies coming from everywhere and achieve your goal.
We will polish missions and add new ones in the future, but we really want your feedbacks to improve eveything and provide you a great game play !
Complete list of changes
Missions the first two missions of the story mode are here. Waypoints unlock as you clear waves of enemies. The motel has two branches, and should present you with quite a challenge.
New logo
Real feeling vibrations
Improved movement
general rework, so you don't move through objects anymore
the path to your target is drawn on the floor, an icon indicates if you have locked something (for moving at a point outside your vision)
Sounds
reworked sound of guns and reverberation
added death cries
gameover / mission complete voice to make death more obvious
Options
bullet time on/off,
gun orientation slider
Misc
smoother bullet time
smaller muzzle flashe for the AK and MP5
ammo cases flying in the air
and a lot of bug fixing
doors, breakable doors
We hope you will enjoy it !
Share your feedbacks, we want this game to be your game !
And of course, if you love it, don't hesitate to drop a nice review :)
and of course we continue to work hard !
Fast Action Hero team
Upcoming changes : Fast Action Hero roadmap!
I have taken a few days break from the code to focus on your feedback and adjusting the existing roadmap. So here it is!
Phase one : gameplay and structure
This phase focuses on improving the experience and preparing everything to be able to unroll new content quickly. I tried to sort all your requests in a logical development workflow. Elements in bold are planned for the next patch (0.9.2). The end of this phase is planned for the end of october.
Weapons :
Stronger vibration when shooting
shotgun,uzi, and moar guns in general
Accuracy : add a slider for barrel angle in the options
Sounds
Complete rework of sounds and music
Game modes:
Game mode selection:
Wave
Survival
Story : we will start working on it this week in parallel with the other fixes. If anything at all is ready when we unroll 0.9.2, we'll give you a little preview (might be in a beta branch)
Custom difficulty :
Bullet time modifier
Enemy damage modifier
Player damage modifier
Reload time modifier
Unlocks
weapon unlock
progressive difficulty unlock
levels unlock
Smoothing bullet time in general
Health / death indicators : hearthbeat in controllers?
Phase 2 : expanding content (nov -> christmas)
Weapons, maps and enemy skins, alternate versions of existing levels, game modes…. I have set up a LOT of background mecanics so that we can add content with maximum efficiency when we reach this phase.
This phase will be ongoing until the final release., here are the highlights :
Guns:
more guns
Maps :
Generally speaking : more maps
Alternate versions of existing maps
Game modes:
waves / story / career / limited ammo : this is open ended. We’re open to suggestions. Some of you want more arcady gameplay with zero reload time, some want it more realistic. We can’t satisfy everybody, but we’ll try to give a good range of options.
AI:
group behavior such as : group movement, covering an ally, supression fire, encircling a position.
reflex behavior : strafe when aimed at, sprinting, run to nearest cover. On a longer term, implement the many other animations available (ducking, rolling, shooting from full/half cover).
Phase 3: expanding the experience (2017)
At this stage all the basics should be set up, and we can start growing the experience. This section is not carved in marble yet.
Elements in bold will be included. The others might pass the final cut or not.
Fixing exploits
Prevent looking through objects (darken vision)
Prevent moving the weapon through objects (block firing)
Make enemies anticipate player movement better (adjustable with difficulty)
Global leaderboards (req 2.1 : fixing exploits)
Player avatar
Finish and improve cross platform & local multiplayer
Multiplayer (req 2.2 & 2.3: global leaderboards / avatar)
Implement vs and coop for 2 VR users
Extend cross platform to mouse & keyboard : allows a pc player to join the fray (could be on the same machine if it is powerful enough)
Reload motions : Still looking for the ideal balance between realism and
ergonomy
Recoil
Weapons in hand (req avatar)
Holstering, grabbing, picking up weapons from fallen enemies
Modding
in game level editor (move around the level freely, place nav points, enemies spawn points & covers, and objects from a library, customize the wave of enemies.
Sharing your levels on steam workshop.
Full fledged steam workshop modding : levels, weapons, skins, etc etc… + sharing on steamworks. That's a lot of work
So.. time to rock that release!
Patch 0.9.1
This patch improves performance and makes some bug fixes :
-Navpoints are much more visible
-Enemies now have a proper shotgun
-Menus have been reworked
-Loadout selection at startup
-Music volume slider fixed, music range increased
-Motel : added checkpoints
-Mall: enemies spawn outside the mall and enter through doorways
Hotfix
This patch corrects some of the bugs based on your feedback and videos. This is only a quickfix but it should improve the feeling :
- blood effect is severely reduced;
- trigger precision has been adjusted
- reload animation doesnt get stuck anymore
- navpoints colored in red to be more visible
- added covers behind the rock andthe table in the motel
- some trigger animations were missing
- menu buttons are more reactive
- enemies hitbox slightly adjusted
- motel lights improved
- more variety in early NPCs faces
Welcome everyone!
We are thrilled to announce the upcoming release of Fast Action Hero, as we are eagerly awaiting the end of the review process.
You can expect to gear up in the coming days! Meanwhile, we'll be thikning of you between two hails of bullets =p