Project Downfall 11th Early Access update is now live!
Greetings fellow citizens,
The 11th Early Access update is now live and waiting for download!
Since we are running out of features to add, this one focuses on polishing existing content (with an emphasis on the package-rectum route up to rising high), lots of tweaks and fixes and overal refinement to the levels and events. But fear not, we still got some brand new good stuff dropping with the update (check notes below). Next update, besides further polish will also focus on the adrenaline system(for special kill/state), possibly new achievements, refinement of levels up from rising high as well as alternative branches prior to that level. Hopefully some new language updates will be added as well. This should be ready mid May.
In case of any issues/unwanted behavoiurs etc, please let us know. This helps us pinpoint what's wrong and address/fix what needs to be done faster and more efficiently. Gameplays and screengrabs help the best, since then we can see more precisely what's up.
Now let's move on the the good stuff!
New Features:
-Cloud Saving!
-Cloth physics! This one is pretty cool. You can check it out in the rectum dungeoun or baths.
General updates and fixes:
-incr gamer ver 20 0.9.11.0
-changed default graphics quality to very high(was low which could give false and negative first impression of games visuals)
-Fix null pointer exception in ComboPanel.
-Fix headbob and gunbob during crouch run.
-fixed missing enemy footstep audio
-added footstep audio for multiple other enemies
-jman2 garbage container angle fix (so it hits the bloody cop instead of flying over him)
-rising high start cleanup and tweaks, multiple new details and destructible elements (ie boxes with contraband, wooden crates)
-upated enemy collision effects for head (splat sound versions)
-updated cloth chains with sound event in rectum dungeon and other AI and lighting tweaks
-rising high new details, lighting update and destructible hit cushion particles
-glassspar and destroy fix 3d sound distance
-tweak rectum dungeon music
-added destructible pincushion walls to rectum lobby
-added special event collsion detection for destroyed cars to toggle kinematic, sound of floor hit, flame particles etc
-rectum baths shotgunners smaller radius of movement and other tweaks
-rectum dungeon pighead tweak speed
-update to destructible radius cars
-glass 3d audio burst firther distnace tweaks
-Fix language names and language codes that prevented from unloading unused languages. (this should fix ie the key mapping if other language than english was selected)
-added destructible vases
-update baths rectum destructible vase
-updated lev sel closed hub door with info and lock, added welcome monitor
-destructible van streets update damage particle
-apartment added destructible vase
-rectum baths tweaked lighting/ flare in ground floor back
-added destructible wood splinter parts to destrucitble crates in rising high 1st stage
-tweaked footsetp surface in levsel (bug fix for default footstep on surface transition)
-lev sel audio tweaks evetns and updated tv news update events with chats
-updated post effect to witness path to levsel
-apartment added new hinge door to fridge (todo add audio on open)
-station curfew optimisation and fix rain clipping in toilet through ceiling
-intro train added detail with seats and mag rack
-rising high final added destructible benches at bottom with new adverts
-brothel skinhead update lighting sauna (to avoid it clipping on corridor later on)
-added sprite base material for graffitti/painted elements and lowres lowrefl glass (for use and replace ie in enddoor of brothel skins)
-ris high final update navmesh with new room
-updated events is ris high final with npc in new room
-intro train updated post volume and sounds wind tunnel exit
-baths optimisation
-lev sel hub updated destrictible for trash and garbage and updated lighting for witness route
-rectum baths miniboss speed higher(was too easy), new toplfloor
-skins brothel added ambient lighting, updated Joy placement
-new agent smith graphic
-intro train new hell events at end with light synch etc
-highrise final shutter close event triggers, weapon layout
-rectum lobby update door shut event after entering lobby
-rectum dungeon update lighting and details.
-tunnel intro train distance sound adjusted/fixed
-final sabotage tweaks to door and lighting
-first sabotage update puddles texture and added ambient lighting to interior (to birghten certain darker areas), adjusted dir light duration (much longer to avoid glitchy moon)
-station curfew added gate close event and update to lighting and hanging cables by les autres bar
-rising high final update new backroom
-rising high start polish and further details added to start exterior
-rectumbaths ai update
-control panel gfx clamp set to mirror
-shading fixed for destroyed newspapers/garbage
-arcade funny games stage updated with destructible arcade cabinets
-Break combo when NPC is killed and apply minus value directly.
-Fix double door opening.
-update backroom ris high final
-update rectum baths ad destructible effects (sparks and ceramic fragments)
-updated rain effects
-added shower effect to baths skins brothel
-updated fillherup level lighting and lamps on second petrol station
-sabotage final enemy speed tweaks
-arcade screen destroyed fix (removed unwanted mg particles which caused issue. need to observe since this was already once disabled)
-subhub, station curfew added map-skins brothel optimised new showers and collisions
-update to intro package (rain call event) with map of area and details and polish added to map
-sub hub further details and tweaks along with dedicated maps of area
-station curfew-dedicated map of area added
-city/area maps created for oude station and cloudbreak station areas
-new newspaper covers
-subhub update to top passage and table lounge area outside office
-sabotage start fix light transtion reference in bathroom
-Fix scanlines for aprtment (missing scnalines would break post effects) and in main game
-fix wrong position of weapon/hands which would happen if animation was interrupted by related event.
-Stop weapon reloading if when we take pill.
-Fix enemy freeze problem after super kick in nuts during stun.
-filler up updated : gated distributor with notice and open animation with event added. Release button in station will open them.
-highrise (rising high stage3) added surface environment sounds for footsteps
-start screen tweaked size of main door collider to avoid new door method glitching in wall.
-sabotage club added slide door to toilets
-Add date to new slot name.
-Allow kicking opened doors, so they will feel more physical.
-addded missing footstep sound and evetns to multiple enemies
-remove second map station-higher speed first enemy 3-3
-Soda machine add metal sound on hit
-higher dmage door 3-3
-bottles 3-1 destrucitble layer for enemy dead impact collisions
-balcony stone walk sound apartment added
-smaller big chavs 2-2 along with AI tweaks for whole stage
-shortcut final longer ditnace hear/sight enemy in tunnel on right
-typo alistair subhub fix
-phone earlier blowhard to avoid missig call from Ali
-fix missing death ref for burger king in shortcut tunnel(his death will now be permanent per playthrough)
So that's it for this month. Some smaller flash updates might droppin soon, other than that we will see you at next months update. Thanks for sticking by!
The Downfall Team,
Mike, Dawid
Project Downfall: Early Access 1 Year Anniversary
Greetings fellow citizens,
Today Project Downfall marks its 1 year anniversary in Steam Early Access!
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EDIT 25.03.2020. Update 0.9.10.3 is live. Scroll down to see what's new below
Thanks for sticking by, for your reviews and your support! Without your feedback and help the game wouldn't be where it is now.
And starting tomorrow (17.March.2020, 10:00 Pacific Time), as a happy birthday gift, Project Downfall will be available at a 40% discount for the next two weeks.
Also to mark this special occasion, we are dropping another update 0.9.10.2.
Update 0.9.10.3:
--new car models and materials with updated destructible cars with chain reaction events (if one superkicked car hits another both will explode with destructible damage radius -removed 2d sound from ground impact (so only 3d sound now, will be tweaked further) -superkick and dead collision audio events updated -Downtown DT0-0 added new destructible cars -Streets hub added new destructible cars (removed old ones) -Bar les autres cleanup and further polish -sabotage final replaced old door system with new door (hinge )system. Should improve level (further visual, AI etc tweaks to level coming soon) -intro train added destination monitor on right hand side with switch on event -pleasurehub update lens flare godrays -jman2 dumpster destroy fixed
Update 0.10.2B:
-updated door system. Completely new door system now will react with physics. It will now replace with further updates hinge doors using the obsolete system. So no more enemies shooting through or walking through doors:) Currently the new door has been replaced in the apartment hub, first stage of call of duty and second stage of journeyman
-multiple new destructible elements
-adjusted and lowered diffficulty of final package stage
-added more details to final package stage
-adjusted pistolspread for enemy pistol
-lowered rof ,reload time, spread for enemy pistol
-adjusted details station arrive (curfew) and updated post transition to les autres bar
-tracksuit and redshirt speed fix for model (accel was working incorrectly)
-intro train details update (fix wind exit tunnel synch and new buildings added and other synch events)
-sabotage details added and update to bathroom with redshirt enemy (frist one now recognises player by footstep sound distance)
-update twindle club font and club logo with animation
-new materials for use in sabotage ground floor
-intro update city on left with ads with cloud fade for train intro
-2-3 package AI update
-intro sabotage tweak with bathroom
-added destructible sink to intro sabotage in bathroom
-new water burst prefab for sink destroy
-updated hitgroups with new sparks for majority of bullets
-home hub update (evetn eat breakfast taco yaki at story start), details addes (frames to doors, death fall event, building low tweak)
-train tutorial event added for cover info (enemy will not be visible intially now but nehind closed door. Will aggro when player approaches destrictible advert cover)
-updated car levesel material and polish
-levselhub navmesh tweaks/fix
-start screen eat breakfast event tweaks, new light mesh with fall collision sound and tabe wiith lamp in corner
-train tutorial added monitor news
-sabotage intro further tweaks-cab 0-0 fix shotgun drop ammo amount
-polish tweaks and detail to streets azur plaza, added refelctive surface, godrays etc
-updated fist punch animation and speed to make fist hit center dot/crosshair and damage
-updated shop item assets
-updated destructible shelf with items in levsel hub
-update and fix to cops in last genesis stage who wouldnt see player close to corner due to destructible collider. Fixed
-level sel details added, tweaks to subway entrance/detail-added infostands to train tutorial
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So that's it for what's new. Probably some smaller updates will follow. Larger update, scheduled for early april will most likely feature cloud saves as well as further polish, tweaks and fixes.
Cheers,
The Downfall Team,
Mike, Dawid
Flash update 0.9.10.1 is up
Good day everyone,
A small update just went live. For a more detailed description, please scroll down.
Additionally, sharing some good news: Project Downfall took first place in the Big Indie Pitch at White Nights Amsterdam 2020 Conference. I feel truly honoured and grateful. All the more motivation to keep on truckin' !
Now on to the good stuff!
--incr game ver to 0.9.10.1
-added further days intro logic to levsel hub (from 14th march Saturday to 21st saturday will display the date on critical events of the games timeline)
-fixed death yell for dancers/clubbers in sabotage level (now the female dancers will scream, y'know, like a female instead of a dude).
-journeyman sound fixes and logic for superkickable tables alond with lighting update and lens flare to mid section bus.
-replaced static adverts in package with fully destructible with destructible bg wall with logic -further updates to club scene in sabotage
-sabotage club lighting and music events and intro details. (this scene went a pretty hefty overhaul so a revisit is recommended.)
-sub hub start details added (neons lighting, detail cables second platform, OC logo new var etc)
-updated elevator texture home
-new dancing animations for clubbing npcs
-updated new dancers in clubfloor in sabotage level
-lowered enemy attack range for certain melee weapons
-update journeyman man superkickable objects (collisions, collision sounds, weight etc)
-COD after blowhard news fixed (so now the new of liberating oude station will only appear if player completes Call Of Duty and after completing the Blowhard level)
-Show input hint for last active controller. In other words this fixes the possible issue if you have a gamepad connected and are playing with keyboard but input hints would be for gamepad instead.
---
That's it for now. Getting back to the dev. Another smaller update ought to drop soon and something big might be coockin'... After all we are nearing 1 year of PDF being in Early Access...
Till the next one!
Cheers,
The Downfall Team,
Mike, Dawid
Project Downfall 10th Early Access update is now live!
Greetings Everyone!
The 10th Early Access update for Project Downfall is now live and available for download!
This one introduces, besides the regular fixes and tweaks, all remaining endgames and majority of planned content. More detailed info can be found below. However, due to the amount of new content and tweaks, not all changes will be listed, so I'll try and keep it as concise as possible.
Now the main focus will be to polish up existing content up until good enough to leave Early Access. The next 3 updates ought to see a siginifcant bump in polish of existing levels. Next major update ought to be ready early Arpil.
Known issues (these will be addressed with a flash update within a week):
-if gamepad is connected and playing with keyboard: gamepad input hints will show up instead of keyboard
-in case left mouse button would not be working, please go to controls/rebind keys/ and return controls to default. This has happened due to certain changes with the input mechanic.
-If blowhard level finished the news in the tv will incorrectly state that Oude Station has been liberated-this will be fixed to only apply if Call of Duty level is finished.
Other issues:
-some of the later levels, although not game-breaking, might be rough around the edges (ie missing walls/ceiling etc, event trigger not activating correctly AI walking through walls and other similar snafus). This will be addressed chronologically and updated regularly until fixed and satisfactory.
Now, on to what's new!
NEW FEATURES:
-Added 9 new endgames. SPOILERS! the smalltime endgame branch and variations, the topdog endgame branch variations, the mob or KC hitman branch, madness branch, betatester endgame, Olga endgame
-A hefty amount of new levels and stages with dedicated dynamic music tracks:
Tengu: svoloch mob controlled restaurant in the Pleasure Dome district just below Azur plaza
Answers: you will need level2 access to get all the answers, but your wits and pills will suffice for the alternative outcome
Escape: a delirious work interview ends up with you in hospital.
Revelations: something is wrong with this place this level will change depending on previous choices and also offer the possibility to access the Olga ending branch. You'll have to have killed one of the Olga visions outside the apartment as well as have relatively high sanity/low oxi usage.
Exodus: Your prevoius choices will decide how this level plays outif you took the mad hospital route you will exit the hospital in the backstreets near home. Your previous decisions will decide how this level plays out. Ie if you killed Ali in the beginning at the station and have no witnesses you will proceed the the betatester ending. If you have witnessess you'll proceed to the prisoner ending. If you have no witnesses and didn't kill Ali you'll go down the incident ending)
grounded: alternative airport level for smalltime exit
Deadcalm: inspired by the final shootout in Equalizer2, taking place at a stormy waterfront. If accessed, will be able to access the KC hitman ending
Mutliple other smaller levels and stages
-Add three new pill effects(WIP):
slingshot: lowers damage intake tolerance but each kill speed up player significantly
Adjucator: slows you down significantly but also time as well, with high time kill bonuses and higher damage intake tolerance. Great for crowd control and weapons with high velocity bullets.
Reaper: currently highly overpowered so enjoy it if you can find it;) will be nerfed with next patch
-Add weapon name panel: Every weapon will have its name displayed for a brief moment when selected
-New enemies, and npc's including, but not limited to: subwau hub citizen npc variations with dedicated animations, mad soldier gore with dedicated animations, Neuron enemies with dedicated animation, Mad goats with dedicated animations and more...
-New weapons including:
SAR: special Automatic Rifle. Precise and medium damage with high ROF. The catch: only shoots in 4shot series
Slugger: series shooting shotgun. Medium damage but high ROF
-Mutliple updates to levels, including but not limited to:
reworked intro to intro train including mutliple events
multiple updates to street level selects hub (inlcuding death logic for shopkeepers. Kill them, and the shop will be closed next time you visit)
Anotherday at the office/the way back: heavy updates to office interior and passage events as well as poveral polish, new npcs, visual tweaks, new Ali animation etc
titan glass stand intro update
added new bg ads animations
titan intro hall update, tweak, cleanup with chat WIP
titan tweaks to start and finish, polish
lev select hub added logic for killed shopkeep (bool and makes shop closed for now)
added new npc/enemy thugthick with idle anim and anim contr override
camera glitch effect update to intro subway hub
new glitch sounds
thickthug variations added
and much much much more
-new bulletspark effects particles and destructibles
-new chat for escape mad with teddy
-garage AI update
-added dissolve material(update add tween script)
-traidthick footsteps added and material with back
-Implement audiofade for multiple events in game (including, not limited to fade when train in intro arrives at station, airport hvt music background kicking in when walking up scalator etc)
-Implement text sound toggle.
-Implement new type of selectable tabs in settings.
-goatboss added with flame fireball attack and associated filed/assets-exodus tunes update and goat event/fight
-added endgame graphics WIP
-Implement stamina run cost.
-added dash slide effects
-mutplie update to logic adapted for witnesses and endgames / music in hub, etc
-added death bool conditions (used for witness in hub ie laterr for accessing providence call) for multiple npcs (potential wintessess in levels)-asyloom endgame logic loop added
-Hitman endgame logic path added from diner bazaar
-event added to AI to follow and start chat in bazaar to enter car (access to molo-hitman ending)
-added new assets for endgamel connection logic
-Implement headbob run multiplier.
-city view info map prefab created and placed in lev sel hub-timeline canvas added to lev sel and sub hub
GENERAL FIXES AND TWEAKS
-engame connection logic added (from main game to endgame X to credits to title screen)
-Add pointer to start scene.
-new minigun player sound
-train throw tutorial update and crouch reference key added
-Fix player spawn point position.(height)
-Fix AI fire rate problem.
-Implement new way to applay damage with impact and play sound on collision.
-timescale fix (build preview) for station start and intro train
-new KC grunt idle anim
-updated glass shatter range
-updated panel destr high, optimised (removed nulls and cleanup)
-fixed shin KC grunt
-updated loading tips
-make sure player will spawn only once, even if conditions are broken.(should override possibility of movement bug in apartment in case of conflictiong open-ended game logic)
-enemy AR and uziside spread to be smore similar to players
-updated to starthub (Added cosy corner withnew npc -will be used for throw tutorial with pencil WIP) and cop for aggro (will be moved here-or maybe wont be needed)
-Show current save slot on top.
-Implement save slot renaming.
-Fix ARSideEnemy ammo bug by replacing RangedWeaponController with RangedEnemyWeaponController. Add editor validation for such cases.
-Fix AI start ammo.
-updated lev sel hub with logic to exhcange paths (added co-relating conditions for "gutterrat" with "run")
-update to subwayhub with new npc
-update to minigun ROF for player and enemies as well as spread
-update to subway hub brain trigger audio glitch
-intro train added destination panel with tween anim indicating duration till end(WIP)
-update dissolve hell in ic_0-0
-Change crouch to left trigger.
-fix ammo in priv
-Fix intro activity fade in.
-fix hole behind train in lev select hub station
-Change [T] throw button to RMB.
-Fix input initialization.
-Fix selected items in settings after tab change.
-fixed ingore timescale in madkiller ending
-Fix editor freeze after pressing F key.
-Implement new way of checking if player is whithin line of sight - fix for aim, shoot, aim, shoot loop bug.
-update to fist attack and stamina
-updated mechdrop event
-updated mechdrop attack sound (used for stun)-
-cyborghell weight and drag adjusted (testing)
-mech cannon bullets lowered to 2-added logic to new end stages (smalltime and td/answers)
-fixed slum bottom levelid and achievement
-updated fridge (new fridge model WIP and using new hinge test door WIP with physics rigidbody)
-Save game state when we start game level, main menu or want to quit game.
-Fix Leaderboards level dropdown scrolling.
-melee weapon damage to transparent destrcutibles added
-minigun detail and sound update
-updated alfred anim speed-added dickintel variable to ic_2-0 complete (temp fix for requirement for topdog address)
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So that's it for now. In case of any issues, or if you enjoy a certain aspect particularly please let us know! Thanks for sticking by, it's been an awesome ride so far. And soon we will be celebrating one year of the game being in Early Access:)
Till the next one!
The Downfall Team,
Mike, Dawid
Project Downfall 10th Early Access Update ETA and info
Greeting All!
After 10 months of being available in Early Access, the 10th Early Access update is almost here! Almost all major content has been added, so hopefully-if no significant issues pop up in the meantime-the update will go live around 28.02.2020
This is another big one: there were supposed to be 7 endings, but now there are actually 10 altogether! * , new levels, enemies, weapons, interactions, tunes, fixes, tweaks…
* If possible, I would like to add more to tie up all other loose ends, but this would mean significantly longer dev time. We will see how things go.
Currently we are also reviewing alternate(left hand) attacks and leaning. Unfortunately we will most likely have to drop these 2 features. Left hand/alternate attacks would not work well/intuitively on PC/keyboard, considering that based on feedback the right mouse is preferred to have quick access to throw the currently held weapon. This would collide with the path we want to take with the gamepad and so sadly we had to come to the hard decision to put this feature on hold. Same goes for leaning. As cool as it is, especially on gamepad/left analogue, it would likely be exploitable, which is something we would prefer to avoid.
However, this does not rule out they will make a comeback or be added in the end. It's just that right now there are other major priorities, which would be polishing and refining existing content. And there's already quite a bit of that;)
Looking forward to following up when the update goes live!
Cheers,
The Downfall Team,
Mike, Dawid
Flash update 0.9.9.1 is up
Greetings All,
another small update 0991B will drop later this evening/night. Just discovered the new headbob is causing issues in some places -ie the triggered floodlight in the sewer in the final shortcut stage. If you would have similar issues elsewhere, please let us know. Thanks
Dropping update 0991 with promised fixes:
-Enemies with assault rifles will no longer run get in reload loop
-Post death enemy collision damage bug fixed.
-fixed screen freeze when using retro filters
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Additionally this update has:
-start screen hub logic updates for endgames
-IC-2-0 remove unwanted chat event
-AR side enemy made smaller muzzle flash
-PRIV(topdog) endgame logic added
-KC Bazaar and Run 1-0 modded deccel speed of enemies to behave as prior to AI overhaul
-alternate start screen hubs and late to end game logic updated.
That's it for now.
Cheers!
The Downfall Team,
Mike, Dawid
Project Downfall 9th Early Access update is now live!
Greetings Everyone!
The 9th Early Access update for Project Downfall is now live and available for download.
UPDATE 17-01-2020: Update 0991 is now live. Please check out the related mini annoucement for more info.
UPDATE 16-01-2020: We encountered a few bugs with the recent update besides the ones listed below(ie the retro graphical filters freezing up the screen). A small update addressing them ought to drop within 48 hours
We are getting ever closer to adding all major content. This update is quite a big one: adding all plot paths and major levels (without the endgames though)**, new combat features, weapons, tunes, destruction...more on that in the details further below. Worth noting: many new levels are still Work In Progress and whilst some of them are rough around the edges, others will be more refined (worst case scenario:level will be in a state similar to those which were intially released with the Early Access launch). This ought to be addressed with the next update. Also, this update unfortunately has also seen a few snafus, which should be addressed within the few days with a flash update.
-enemies with rifles will sometimes get stuck in a reload loop
-On death and collision AI will hurt each other. This will be tweaked and fixed soon.
-- ** Word of warning regarding endgame routes: if you reach one of the endgame routes by meeting specific requirements you will most likely not be able to exit the apartment since the outro levels are not added yet (besides the only one currently available: the madkiller ending). You can still replay all unlocked levels via the pc in the apartment. Next update will bring the appropriate outros to endgame routes. Currently achieved when one of the following levels are finished: small time, fugitive, top dog, brainfreeze ---
Next Update is expected to arrive late February and should patch up and add all remaining endings as well as further polish and fixes. After that we are going to fix, tweak and adjust the game until is is considered good enough leave Early Access.
Now, on to what's new!
NEW FEATURES:
-New levels:
-Contractors: get called in for an interview at rival company Titan Prog. Things might go a bit awry Will result in some kind of accident
-Ratrace: Alternative route for contractors. you'll get this one if you are sane enough. Only the intro for now.
-Setup: Something is going down at queen mall.
-Small time: time to go full vigilante and crash a private party
-Trauma: Kyoncha lockdown on Crimson Memorial Hospital.
-Brainfreeze: What's going on here? are these hallucinations after surviving the fall at the end of the contractors level? This will be explained the following levels coming next major update
-Top Dog: Time to get some answers at the terrace Executive Suites where some big fish have gathered for a meeting.
-Downtime: You arrived at Crimson Tide International Airport. Things will get bloody!
-Fugitive: Escape through the canals and make it home alive.
-New weapons:
Heavy MG: This big boy packs quite a punch but will be rather hard to come by
Double barrelled shotgun: Now this one packs a wallop! Downside: not good at long range and requires frequent reloading.
-Multiple new dynamic music tracks recorded and adapted for their respected levels stages.
-The crouch: will be handy for evading incoming fire as well as with combining with special moves.
-Running slide and dash. !!NOT EXPLAINED IN GAME!! Press crouch during a run and you will perform a dashing slide. Works in all directions
-Vaulting slide: Press crouch during a jump to vault slide over objects. Will be tweaked further to be more dropkick like and in combination with a flying kick.
-New Combos: quite a bit of them. “Close call” evade a bullet by a hair, “Striker” hit an enemy with a thrown weapon, “ninja” get max time dilution multiplier during a chainlink pill rampage, “berserker” get 3 kills during blue pill rampage.
-Environmental damage with AI: this one is pretty cool and long overdue. If the impact of a dead enemy is strong enough he will destroy the part of the environment (if destructible).
GENERAL UPDATES:
-0.9.8.0->0.9.9.0
-Key remapping has been finalised and should be working correctly.
-New Headbob logic. Should be more immersive and unique now. Still Work in Progress and will be tweaked and improved from now on.
-A heck of a lot of new destrucitlbe environments: marble walls, plaster walls, ceramic walls, beams, panels, variations, columns, statues, busts etc etc
-updated AI for continuos attack which ought to lead to many visually satisfying scenes with enemies blasting the destructible levels up when engaged in combat with the player.
-Added Steam Overlay Call to Action: Thanks to all the reviews and feedback. No better way to improve the game but through constructive criticism:) So if you would like to give any suggestion to us, for your convenience we made a direct link to the message boards, so you don't have to go through all the links.
-new bonus score notification sound
-multiple new animations for AI
-new enemies:
Kyoncha armoured variations
Kyoncha Mech
Kyoncha Heavy Guard with and without armour (the baron of hell of the game ;)
-Glitch effect added to intro when taking first pill.
-added MG logic for enemy and pickup
-added Shotgun double logic for enemy and pickup
-updated lev select activity and leaderboard activity with new levels
GENERAL FIXES AND TWEAKS
-Fix errors from disabled AI component
-Fixes to endgame logic at the apartment
-Fixes to station locked logic in level select hub (in the last build it would be open if correct conditions weren't met. So now, after the intro it should only be open if you have finished either “call of duty” of “liberator”
-Fix null pointer exception when player is fading out from bullet time.
-updated minigun enemy values (smaller mag, changed bullet position spawn to avoid clipping through objects)
-fix kyoncha grunt footsteps (Werent assigned in correctly in controller)
-update mp5 enemy AI ammo in mag start-update to explosion force in casino
So that's more or less it for now. Hope you enjoy and let us know what you think! Thank you for sticking by!
Till the next one!
The Downfall Team,
Mike, Dawid
Project Downfall 9th Early Access Update status and ETA
Happy New Year Folks!
Getting ready to realease the n 9th Early Access update. Should be ready by the 14th of January.
Besides the regular fixes and tweaks, new features will inlcude new supermoves: including the dash slide (combined with self-mediaction focus and the superkick will lead to some plump combos), updated combo system (ought to be more rewarding along with new combo possibilities).
Besides that NPC post death environmental damage and a heck of a lot of new destructible elements to the world (Walls, panels, tiles, windows, vases, paper files etc)
Along with that quite a bit of new levels and adapting the plot and timeline and associated branches for the remaining 6 endings.
If all goes well, majority of the content ought to be ready along in around 2 updates (by around the 13th update) ETA March 2020.
Thanks for tuning in!
The Downfall Team,
Mike, Dawid
Project Downfall 8th Early Access Update is now Live!
Greetings Everyone!
The 8th Early Access update for Project Downfall is now live.
PLEASE NOTE! It is higly recommended to start a new game for a few reasons:
-a lot of new content, tweaks and ajustments have been made to the initial 30-40 minutes of the game.
-new branching paths added
-old save might be incompatible and result in conflicts in the player hub/apartment (this can show itself in varoius ways: ie visual glitches, floating arms, buggy movement). In this case only a new game will resolve this issue.
Back to the roadmap: Within 1-2 major updates all major plot related content and level ought to be in the game including the remaining 6 endings. Along with this further improvements to AI, remaining promised features (ie special moves) and refinement of existing content.
The next update will most likely show up either late December, early January 2020.
Now, onto the haute du jour:
NEW FEATURES:
-New intro along with train ride to work with dedicated events and tune
-New third stage to Genesis level added. You arrived at cloudbreak station from the ill-fated train ride. Your first branching path available, but the solution to opening the other blocked gate won't be that obvious;) You will be able to either proceed via the old route to the Les Autres bar or take a shortcut through the arcade parlour. to unlock the gate to funnygames level you will need to destroy the window next to the elevator at the end of the last genesis stage. After that you need to hit the large glowing orange button via throw. If done correctly, the button will stop glowing and you will hear gates sliding open
-Funny games level with its own dedicated tune: Fight through the arcade parlour and exit through the back of cloubreak station to take a cab home.
-The old Capitol with train intro: Accessible if certain conditions are made (spoiler overheard the 2 skinheads in passing through and picked up the scribbles) via the train station in the final stage of going places. Vist a bleak vision of central Warsaw, where the present City Centre is beneath skylevel. Visit the Rotunda as well as the Domy Towarowe Centrum passage along with the Plaza and underground passage leading from the Metro Centrum station.
-Lucos. Descend into the bowels of hell in this freak oriented club in the Old Capitol
-Key Remapping. Still work in progress, ie highlighted text on screen wont include your changes but should work for the most part
-Desctructible envorinment elements. Thanks to the new Player controller from last month which resolved collision issues, old destructibles have now been re-activated as well as many new ones have been added. Don't expect a thin wall to provide cover for long! This will be continuosly updated from now until v.1.0.
-Various Graphical filters! Inspired by retro visuals and named aptly: VGA 256, AMIGA, C64. Can be combined with the varios screen filters (scanline/CRT) for the vibe which suits you best. Still work in progress, with more to come. In the final game they will be unlockables, but now during Early Access you can enjoy all the available ones from the getgo!
GENERAL UPDATES:
-large update to the AI system Besides overal AI refinement now enemies will differ depending on class. Certain units will be able to walk and shoot at the same time and this will also vary depeding on units skill (ie spec-op units like the Kyoncha will be more organised and deadly than the regular Slavic thugs).
-Enemy reload animation and logic> after running out of bullets, you will have an opening, for enemies will reload their firearms.
-completely remade Assault Rifle graphics/animations (inspired by Hardcore Henry style)
-New smoke post shot effect added to precision rifle and other weapons
-new shotgun (pum-master) animation for shooting and reload.
-updated certain bullet tracers with smoke trail effect
-large update to initial stages/levels with mulitple new details and/or events/assets (Trains in genesis, street in journeyman with lots of new details), floating litter in street, kickable soda cans etc etc
-new enemy helmet bumpkin
-new npc Alisaitr now has own graphic and animation instead of sharing generic cop idle animatio
-Ali has been remade in the initial meeting with new lighting and animation. Let us know what you think- old or new?
-Lungs stamina animation and changed layout.
-Press space to skip tutorial hint activity or fast forward one chat dialog element.
-Implement effect presets and applying it to player camera.
-Add invert run to settings.
GENERAL FIXES AND TWEAKS
-Simplify AI move to position. Should work better than before and movement should not be possible to interrupt (which would have resulted in exploitable AI in this case).
-update score font
-cleanup shotgun alpha pixels
-update subhub door event first
-update tut train restaurant wagon and added throw cinematic hint event
-temp diabled throw event for witness
-fixed condition for cab not unlocking exit (teddy was active)
-Fix stopping nav mesh agent (Seek doesn’t always stop it).
-Fix Double OnGameStart call.
-Hide resolution dialog at startup. We might turn this back on once gamepad controls for it are implemented.
-Fix AI footsteps by adding events to animation.
-Implement melee attack in parallel with walking. Due to the new AI system, certain elements didnt work as well as before, ie melee enemies could be avoided too easily and hardly posed a threat, especially minibossess, since they would stand in place when attacking. This made their attacks too easy to avoid. Now melee attacks work as before: you can still escape strikes but it will be more of a challenge, whereas with minibossess, if you let them get to close, that's pretty much it;)
-Add independent stun deceleration.
-Press space to skip tutorial hint activity or fast forward one chat dialog element.
-Add input formatting to localized text in tutorial.
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So that's it for now. We will be back soon with the next major update (and possibly some smaller flash updates in between). Thanks for stopping by!
The Downfall Team,
Mike, Dawid
Project Downfall 8th Early Access Update ETA
Greetings All,
Happy to say we are putting the finishing touches on the 8th major update. ETA should be round 27th-29th November.
A short rundown:
-further updates and fixes to the AI. Expect them to be more crafty. Now, with the reactivated destructible environments, you will have to make quick thinking count. Inspired a bit by the scene in the Dredd reboot where he gets shot with armour piercing rounds in the drug lab, if an enemy notices you, hiding behind certain cover will only be a temporary solution, for your foe will slowly chip away at it, destroying it piece by piece.
-new content, including a more cinemtic intro, heavily updated / cleanup of initial stages. New effects, assets, events...quite a lot actually.
-new retro inspired graphical filters (such as C64, VGA256 and more). In the final game these will be unlockables, but for Early Access they will be available from the getgo.
-update to destructible environments: thanks to the new player controller, we could re-activate desctructible objects, since they will no longer have collision issues with the player.
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So that's that in a nuthsell. As usual, more detailed notes will drop together with the update.