Oooo baby another round of fixes.... I think after this one I'm going to focus on melee weapons a bit, atleast test out some of the mechanics I have in mind and get something started. Now that the game is more stable I think this is my chansu!
But anyway, heres what I've been up to the last few days since the testing session.
Fixes:
- Drone scoring wasnt properly giving drone scores based on how many you killed or how fast... It was a bit inconsistent and some people were getting less than they should've.
- Map sync and more sync was broken for late joining players. It was doing weird things like changing to another map then syncing back. This is now fixed
- Data chip wasnt properly attaching to the client players. This is now fixed but the proper positions of them arent. Still trying out somethings for this one
- Grav multiplier item was broken. It wasnt increasing the multiplayer or stunning people. This should be fixed but we have to test it with 3 people.
- Shotgun bullets werent properly detecting hits, it was looking for some scripts that were missing so that broke some of them. Also le fixed
- Shotgun bullets were breaking the death particles because I changed the name and it couldnt detect the proper one :P oops
- Shooting up wards made bullets visible in the bottom of the screen. Another camera was rendering the bullets even though it shouldnt.... That was a confusing one
- MOTHER FLIPPIN MOUSE LOCK BABY!! Might be a little bit dodgy and need some tweaking with alt tabbing at wrong moments... but yeah working on it.
- ^ also includes fixing this mouse lock while in the menus problem. But I think if you alt tab before pressing NEXT button for your name input. It might make the mouse dissapear... shiet
- Fixed shooting lag on client! I was using the network to spawn bullets for clients. But all bullet spawning should be done locally and not wait for network to spawn especially if you are the one shooting.... Yeah will need some testing but this should fix those issues people were having with shooting input delay and stuff.
- Grapple hook wasn't working on some objects and just flying off, namely the spawn/heal boxes and a couple other things. This should now be fixed! Also, you can now deflect grapplehooks by shooting them.... if you're good enough!
Added:
- Hints and tips on the loading screen, to help people figure some things out atleast
- Game mode descriptions at the start of each round! It really wasnt clear. this goes for a lot more things in the game so over the next few patches I'll be adding and changing some things for more clarity :)
Changes:
- Upped healing speed of the green boxes
- Made weapon equip flash particles abit more subtle as they were too flashy in the first person mode.
- Turned down the force of grenades cause they were flying like... across the map or something D:
- Changed the way the railgun lazer was aiming, it was super wonky cause it was waiting for positions to be synced over the network bla bla which was a really dumb way of doing it. It is now bound to aim to the center of your screen and the gun. Its meant to move slightly according to gun movements but not laggy as it was before!
Testing session this weekend again! Please be there and halp meeeee :D Also, stay tuned for more updates! And I will be posting some "plays" showing off the cool tricks you can do in NV hope you enjoy and get inspired... Atleast all you tryhards out there
Neon Valley 0.2.65
More fixes for the cyberspace!
Heads up! Will be testing tomorrow and Saturday! As I have family stuff on Sunday probably and wont be available I don't think...
Hope you guys will be there :D
Fixes:
- Game initialization. Before it would bug out pretty often, like seeing all of the maps at the start or no weapons showing up. Most of these issues should now be fixed. If it shows up again, it must be an issue of players connecting at the same time... Thats something I still have yet to figure out a fix for.
- Loading screens were not showing up for people. This should now be fixed too!
- Changes to the way bullets are spawned and position sync over the network. This should help with server load and lag. Hopefully fixing the shooting delay that is felt. But it needs proper testing with a few people in the room to really feel it.
- Shotguns were completely broken before, its now fixed. Shotgun bullet spawning has been reworked to fix the issues with it. I have changed the bullet spread patterns to be more predictable and actually functional now.
- Shotgun bullets were not doing damage or too much damage. This issue is now fixed.
- Shotgun bullets now doing damage to drones.
- Shotgun bullets were being spawned by repeating the network function a few times. That was completely messing things up like the sounds being played or the particle effects. This is now fixed with proper shotgun shell spawning mentioned above.
- Take damage effects are now properly fixed for clients.
- Data mode got some tweaks to fix scoring issues.
- Voting got some tweaks to properly count players.
- Fixed a camera render glitch, it was rendering out artefacts (Tiny dots in random parts of the screen) Something to do with many UI and visual effects overlapping.
- Fixed chat in The Mainframe.
- Fixed grenade physics. Well I tweaked them to be nicer and work a bit better... But I think it needs more tweaks to feel more solid. It still feels a little floaty. Anybody have thoughts on this?
- Fixed spawning of gadgets like the rotating shield.
- Fixed rotating shields not despawning for clients.
Added:
- Button to enter The Mainframe from main menu
- Added teleportation platform and boost tunnel functionality in The Mainframe
Neon Valley 0.2.6
Grab the new build to fix some of the major launch bugs!
It still needs proper testing, hopefully you guys will join me this weekend! At least after I wake up cause its 3 am and I'm applying the last of the fixes...
Fixes:
- Found some major bugs during launch. Namely the way I set up network objects was causing disconnects and major lag for people. I've changed the way server objects are handled to solve this. Hopefully it worked!
- Changed the way host spawns the drones and updates positions so it doesn't overload the network with messages.
- Fixed the teleportation on the drones, but now their positions arent properly synched. Working on a way to fix this.
- Rebuilt the start game initialization Might still be buggy and cause errors when joining games as it's not properly tested. If this happens the connecting player would have to connect again. Until I find a better fix, when joining a game you will see all maps loaded. When you click next though, that should properly synch you with the game.
- Spawning without HP and shields should now be fixed
- Reseting score when game ends and changing modes
- Hornet particle effects were missing for the left rocket
- Fixed highscore not showing up
- Fixed highscore saving when score is 0
- Changed the position of the score to match longer names better (I got comfortable with a short name like Melloe and overlooked this)
- Changed the numbering (first place was 0 for some reason cause of arrays)
- Fixed score not showing up for clients when killing drones
- Fixed damage effects on client (also needs proper testing as bad initializations could cause this to break too)
- Fixed railgun no charge shot bug
- Fixed the start next game button on end screen
Added:
- Announcement panel on the title menu
- Added mouse sensitivity slider in escape menu in game
Please drop your feedback in the steam forums or in the discord! I really need you guys to help me polish the game :D I will be testing tomorrow around 4:20 GMT +1 But if you are from a different timezone drop a message in the discord and I'll try to join you :)