After extensive testing, we've found that Renegade had quite a lot of faulty code present. As such I've decided to literally rip out Renegade's spine and completely replace it. A lot of earlier design choices were changed / scrapped.
As such, the gameplay will change quite drastically soon. I'm to the point where the Mercenary faction is completely implemented and the Renegade faction is being added to the game as we speak.
Quite a tough journey, regardless, we will make it so. Stay tuned for further updates as time goes by!
Kind regards,
Cet
Alpha 2.2: General housekeeping
General:
- Player indicator no longer shows whenever playing PVP Faceoff mode
Renegade:
- New heavy class has been added - Fixed an issue where default material wouldn't be applied after decloak - Decloak will take place once firing a shot (for the sake of balance). - Cloak cooldown timer is now based on activation duration. - Reduced fusion grenade earporn
Mercenary:
- New heavy class has been added
Alpha 2.2: General housekeeping
General:
- Removed individual skills for all classes. To make classes a bit unique, I've given them each their own stats.
- All Renegade classes can cloak for up to 10 seconds with a cooldown of 3 seconds.
- Fixed various gun down sight placements
- Fixed an issue where Faceoff scoreboard would not be visible if playing with characters from opposing faction.
Renegade:
- Fixed an issue with damage overlay.
- Adjusted Terminator damage from 75 to 100.
Mercenary:
- Fixed an issue where the sniper/scout rifle scope was not appearing properly.
- Fixed an issue with damage overlay.
- Fixed an issue with rotation of the directional damage overlay.
- Adjusted Sniper Rifle 2054 damage from 75 to 100.
- Adjusted Shotgun 2054 firerate fromn 0.6 to 0.4
- Gave lore friendly names to Mercenary character classes
Alpha 2.2: General housekeeping
General:
- Base code for COOP horde mode is completed and being tested.
- Fixed inability to join 'Lab' map in Single Player mode.
- Fixed an issue where the game timer would display 0 time left and the game wouldn't end. Ultimately players could continue playing until the frag limit was reached but bots would stop playing in Single Player.
- Consalidated both faction huds into one and used advanced methods to diplay correct values and images upon spawn.
- All weapons have the same dynamic crosshair (for the moment).
- Fixed HUD overlapping issue from both the factions.
- Announcer voice added whenever the game ends.
Renegade:
- Damage of Eliminator has been changed from 20 to 10.
- Fire rate of Eliminator has been changed from 0.09 to 0.18.
- Damage of Puncher has been changed from 40 to 30.
- Fire rate of Puncher has been changed from 0.8 to 0.6.
Mercenary:
- Fixed an issue that caused the dynamic crosshair not to display.
- Scout class is now unable to use old ability code.
- Fixed headshot / killstreak notifications.
- Fixed recoil inconsistency on Scout and Assault classes.
- Damage of Machine Gun 2054 has been changed from 20 to 10.
- Fire rate of Machine Gun 2054 has been changed from 0.09 to 0.18.
- Damage of Scout Rifle 2054 has been changed from 40 to 30.
- Fire rate of Scout Rifle 2054 has been changed from 0.8 to 0.6.
Known bugs:
- Issue where Faceoff scoreboard would not be visible if playing with characters from opposing faction.
- Renegade nade woosh sound too loud.
- Nade damage inconsistent on from Ren to Merc.
- Ability sounds activate on all clients.
- Puncher visual rail needed.
- AI shoots after death.
- Sniper scope Mercs not appearing upon using ADS function.
Alpha 2.1: Unable to download + start game (Fixed)
Hi all,
It was brought to my attention that users were unable to download the game. This has now been fixed. Thank you for your patience.
Have a nice weekend!
Kind regards,
Cet
Alpha 2.1: Lab map release
Hi all,
Happy to inform that the Lab map is being release today. The map will be featured in Face off and Team brawl. Of course you can play against bots via the single player mode.
This map is a bit more unique than usual since I've put it together myself using prefabs and Dungeon Architect. Unlike KOTH this map has a bit more thought put into it. KOTH was the first map I've ever put together in Unreal Engine. It was also the very first thing I put together and it shows!
Based on review feedback, I've adjusted the way I seeded spawn points. Let me know if these points work out better than the previous maps. If so? I will seed the points the same way as I've done for this map.
Additionally I've been doing some other things .Mostly code stuff;
- Added upcoming functionality for the in game admin panel.
- Preparation for the coop modes have started.
- Fixed a slight misplacement issue of the Renegade hud
- Fixed the into to show Epic's Unreal Engine logo once again.
Kind regards,
Cet
Alpha 2.1: Hud fixes
Ladies, gentlemen, boys and girls,
Friday is upon us, Happy friday!
Today was one of the funniest bug fixes I've had in a while. What can I say? That's a part of developing something. Albeit a videogame or even an application, it's just the way it is, mistakes can or will be made, especially when you're on your own ... Anywho ... Without keeping you guys in suspense, may not seem like much but ...
- Fixed an issue with ammo, health and armor HUD icon textures not updating accordingly for both factions. (There's still the ammo counter issue on the Merc hud but I'll tackle that tomorrow).
Enjoy your friday,
Cet
Alpha 2.1: General housekeeping
- Fixed issues with HP and AP progress bars on both Renegade and Mercenary faction huds.
- Adjusted some sounds across a few weapons.
- Added reload animations for the Mercenaries, albeit just a few.
- Endgame scoreboard 'leave' button will now return to the appropriate main menu.
- Fine tuned some of post process settings.
- Tracking bugs on the ammo progress bar (WIP).
- Fixed the Mercenary sniper rifle scope overlay.
- Added sniper/scout rifle scope (in use) sounds (Except for the for the Puncher) for both Mercenary and Renegade factions.
- Added a new scope overlay for the terminator rifle scope.
Alpha 2.1: Server panel & post processing
Good morning,
Another day another patch, or maybe a few patches (depends how much time I have for today).
- Server admin panel housekeeping; hidden some options for none admin players, changed around wording, fixed sound notifications on the buttons, etc
- Added a post processing component to the characters for those who cannot stand bloom, motion blur and what have you.
Meaning to say if you set post processing to low you will see the following!
Before:
After:
Of course you can set the overall graphics to low and achieve full potato mode:
I'd go for a Minecraft mode but that's just overdoing it from my end! :D
Kind regards,
Cet
Alpha 2.1: General housekeeping
- Respawn button from ingame settings menu will now be disabled for 20 seconds upon use. This to prevent spamming the button excessively in the event someone can't take a beating.
- Fixed some earpr0n issues, likely there's more of them. Just fixed the ones I noticed during test sessions of the FOV slider + function