V0.8.77 - Civilians, Character Abilities, & Improved Guidance
In this update (v0.8.77) Character Abilities have finally been made into effect. Operator "Drake Woods" & "Rex" have been made temporarily unlocked without criteria for playtesters. The recon drone has been made exclusive to Rex, with the exception of finding new Drone Stations where any operator can launch and operate a drone. A new mechanic; Airstrike Request has been added as a unique ability for Drake Woods. The experimental Zipline Device have been made exclusive for Duchess.
Platforming have been made smoother with amenities such as coyote time, improved ladder movement & snapping, and jump from crouched position.
Players now have to be super careful minimizing collateral damage, with Civilians added to Mission 2: Operation Sandcat. Killing a civilian will immediately result in mission failure. Precision shots > Spray 'n' Pray.
Mission 1: Arctic Strike has received improvements in regards to level design, accommodating the new playstyles depending on character, as well as guiding new players with improved labels, and a new guidance mechanic; an arrow UI pointing players toward the direction of nearby key items & objectives. Facility Maps have also been improved, with UI elements displaying objective locations (Primary and certain secondary objectives).
v0.8.77 Changelog:
Added Offset FX to Options Screen-buttons
Made Flame Particles despawn in water w/ hissing SFX and damp FX
Made ordnance collide with water and sink slowly
Restricted Incendiary Grenade from spawning flames when detonating in water
Restricted Player speed in water
Weapon Selection; Added "Rocket"-Ammo Type UI icon
Recon / Airstrike Feature
Recon Binoculars; center camera and browse enemies in sector for airstrike eligibility
Implemented Civilians
Shooting civilian results in Game Over
Currently 3 visual variations
Civilians are instructed to crouch by aiming at them
Added tutorial pop-up tutorial text for civilians
Minor changes to String_action
Optimized screen VFX's, unified overlays
More work on Tank Unit code
Added Red Nuke as an Enemy Unit type (WIP)
Mission 2 Briefing; Desertian Prince artwork (WIP)
Optimized code; Enemy Unit assigment on initialization
New Screen Overlay: Recon Goggles
Accomodated Obj_gunfire for airstrike projectile
New variables for Obj_gunfire:
X_origin / Y_origin
Distance_travelled
Distance_max
Removed bullet despawn boundaries tied to window/viewport, changed to distance travelled
Applied Heal_syringe & Heal_traumakit animations (Drake Woods, Rex & Duchess)
Ledge grab (Duchess)
Back arm updated; Rocket Launcher & Ordnance Throw (Drake Woods, Rex & Duchess)
Death animation (applied to Drake Woods)
Facility Map for Zargate, Unloading Bay (Mission 3)
Character ability parameters
Increased starting ammo & capacity for Drake Woods
Flattened weight rating at 3 (heavy guns) for Drake Woods (Total potential rating = 6)
Restricted Door Breach ability to Rushaug
Made DMR/Single-Fire weapons multiply damage with 1.9 for Rex
Made zipline exclusive to Duchess, and added UI indications
Made applicable weapons affected by character abilities display colored stat on Weapon Selection
Proper script sequencing for Mission 2: Operation Sandcat/Desertia
Input Legend for ladder
Coyote Time added
Bugfixes to Drone
Freezed movement and input during game pause
Fixed faulty game states when loading save / changing frame while in Drone Mode
Detonate Drone when player is killed
Added "bobbing" movement to ladder climb
Ladder foley SFX
Changes to climbing mechanic; Player will snap to ladder while "Up Key" is pressed
Gamepad bugfixes
Made icecones obstruct crosshair
Corrected animation direction/display in accordance with character
Corrected gun not firing in idle quick fire, characters besides Rushaug
Added following status effects to save/load data
Defense Effect (Kevlar Plates)
Damage Effect (HP Rounds)
Bleeding Effect
Changed back to jump from crouch instead of stand up
Prevented crouch jump input when player would be obstructed in standing position
Bugfix; Player stuck in ground after Krynkel cutscene
Set all traditional doors to be closed when loading/reloading area
V0.8.76 - New In-Game Options Screen & QoL Improvements
An update (v0.8.76) focusing on Quality of Life-improvements, as well as addressing a crucial bug causing Level Keycards to reset when enter new areas, that appeared in last update. A completely new modular Options Screen accessible in-game, increased range for Enemy Proximity Indicator with more visual clarity,. To make Bandage Kits more useful, they've been given a small (+15HP) health boost, and Passive Healing has been disabled. More settings will be added to the new Options Screen in future updates, this update laid the foundation.
v0.8.76 Changelog:
Added hidden alternate route for players struggling to make jump in snow region (Mission 1)
Continued level design for Mission 2; oil refinery area, train depot, etc.
Increased distance for Enemy Proximity Indicator
Visually improved Enemy Proximity Indicator with shader FX
Applied same shader FX to CCTV detection cone
Bugfix: fixed bug causing Keycard Level to reset when entering new area
Designed a new modular Options Screen, accessible in-game
Reorganized variables related to volume mixing and reduced to 20 units, 5% increments of volume per unit
Wired audio channels to apply to player volume mix
Made tank/helicopter SFX pan to player/camera position
Added blur FX to screen while game is paused
Added a +15 HP effect to Bandage Kit
Disabled Passive Healing (+1HP every 2 sec) after 15 Sec without taking damage
Sped up fade out/in on Start Screen/Option Screen
Bugfix: Added missing code excluding Suppressor Kits from Save/Load data
Made player stop when reaching top of ladders
Startscreen; changed button-text "Exit to Windows" to "Exit Game"
V0.8.75 - Heli Camo & New Ordnance
Continuation on the features showcased in the "Ember" Devlog entry. Helicopter Camo can now be changed, select between 14 variants, and two new ordnace items; EMP Grenade and Incendiary Grenade.
v0.8.75 Changelog:
Bugfix: Dialogue visibility being disrupted while pausing game
Produced more decorative assets (Mission 2: Operation Scimitar)
Changes to Drone UI
Bugfix: Prevented player from throwing ordnance while piloting drone
Optimized technical object responsible for toggling transparent layer (hidden paths)
A lot of work on assets and design to levels still inaccessible in demo/alpha
New ceiling light variant (Bunker-themed)
Made flame particles emit light-sphere (subtract layer)
Improvements to Breaching Mechanic
Enemies within close range to door is instantly killed
Overhaul to Dispatch Helicopter
Dispatch helicopter-sprite has been improved
A suite of camo variants has been added to Dispatch Helicopter
Player can now choose Dispatch camo on Weapon Loadout Screen
Improvements to Mission 1/Snotikia scenery
Distant Ice Glacier and Mountain
Garage entrance walls
Medium-sized crates (Garage)
Hangar & Garage catwalks
More navigation signs (Hangar-to-Sub Pen)
Made unaffected UI elements fade during Player Death/Extraction
Updated Enemy Tank Sprite
Visual improvements
Made modular for camo variants
Changes to Zargasso in-game sprite
Added more dev tools for recording cinematics & quickly accessing levels
Converted Collectible Keycard objects into instance based ID'ing (optimization)
Further work on Flame Particles
Player / enemy will ignite on collision and spread flame
Tweaked Scaling/offset parameters for better visuals
Two new Ordnance items
EMP Grenade (Disables CCTV & Lasers without triggering alarm)
Incendiary Grenade (Explodes as Frag Grenade + Creates a wall of flames)
Further work on in-game character animations (inaccessible in Demo/Alpha)
SFX: Walkie-Talkie reinforcement announcement on detection
Changes to screen effects
Optimization
Textured Vignette added to Red Flash (Taking Damage)
White Flash (from explosions and flash grenade) shading mode changed from Normal to ADD
Revised and updated visuals for guns
AH-9 Ripper (AA-12)
QoL: Ordnance index automatically skips empty selection
More data for Contextual UI
Drone instructions
Mission 2: Linked areas: 11_quarters & 7_tsa; wide shaft, carries over X position
Mission 2: Positioned main elevator unit to upper floor when player enters from 11_quarters (LVL2_desertia12_base_logistics)
Rewired Drone Stun Input from Right Mouse to Left Mouse, and Gamepad alternative
Adaptations to Dust VFX; Glass Shards
Breakable Windows (Early Prototype)
Bugfix: Ledge Grab-offset while loading last save
Bugfix: Player Input turned off when entering water while consuming health item
Corrected title screen credentials 2023 to 2024
NEW 2024 GAMEPLAY TRAILER!
Rushaug is leaving behind the project title "Project Emerald" and transforms into "Feline Warfare"!
Emerald was a project-name from the start, and in Rushaug's current state; Feline Warfare reflects the game's theme and identity far more. After all, the game is about a world in conflict, inhabited by cats. Rushaug is becoming more and more a satirical depiction of human conflict throughout the last hundred years. Cats fighting over the colour of their flags, the patterns on their fur, political and societal systems. Some people have been asking for updates, wondering about progress being made, and I am confident this trailer have been a clear indication to how far the game has come. I am very proud of this trailer, and it's been very gratifying for me to see my work finally showing.
On March 30th, the trailer surpassed 250 000 views, quarter of a million in just two weeks. This is a great milestone, thanks to everyone who have supported me throughout development! Exciting times ahead!
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If you have not yet, join the Discord where I write dev-related posts more frequently!
V0.8.74 - The "EMBER" Update
New update is now live, with emphasis on player feedback; particularly from Spillexpo 2023 (Annual Norwegian Game Exhibition). These are the 4 most significant changes:
A Weight Rating System is now in effect, determined by the player's loadout. All weapons have a specific rating, SMG typically "2", AR "3", and so on. Stamina duration is entirely determined by the combined rating of primary and secondary weapon carried.
A significant change to the Alert Mode has been introduced; an Enemy Ticket System. During alert mode, the enemy units will receive a limited pool of reinforcements, which when depleted cuts off their ability to respawn, and instantly end Alert Mode when last enemy in sector is eliminated. This is to combat the ever-lasting alert mode if player is not avoiding enemies for a long enough duration, giving the player an option to fight his/her way out of an alarm/detection.
Contextual UI has been made clearer in several situations, most significantly for keycard doors, clearly indicating if player lacks an item, and the keycard doors has also been optimized.
Mission Briefing Cutscenes have finally been added. (Players can only trigger the briefing for Mission 1 currently) The Dialogue System have been revamped for the occasion. The text box has been shrunk to take up less space on the screen, and made more responsive by adapting it's height and position to the displayed text. The dialogue UI have received a visual overhaul, and been properly optimized.
Full changelog with all other changes and improvements listed below!
v0.8.74 Changelog:
Fire mechanics (introduced in last bugfix update, but expanded upon)
"Last Save" made default option on Game Over Screen
Bugfix: Player throwing ordnance while climbing ladder
Enemy Ticket System, adding a new layer to Alert Mode
Updated missing animation of Enemy Captain Unit (Death Animation 1 & 2, Crouch Walking)
Prevented Player from bleeding out while consuming healing item
Added contextual UI for interacting with keycard door without sufficient keycard level
Updated sprites;
Base Layout Map (in-game object)
Ledge Grab animation
Weapons
AVGR-7 (Galil inspired)
CHC33 (QJY-88 inspired)
(Mission 1:) Replaced BG color inside base from pure black (RBG 0 0 0) to slight blue tint (RGB 12 15 22)
Cleaned up redundant assets not visible to player
Bugfix: Corrected missing wall in Security Annex (Mission 1)
Added an UI FX for when the alarm is triggered
Weight Rating System added
Keycard Door panels have been optimized, level 0 (no keycard) buttons are introduced
Bugfix: fixed bug causing keycard door panel to not properly animate in certain instances
More scripted encounters with Krynkel added
Changes to Mission 1 Level Design
Added a (secret) corridor with a connection to armory
Added a Ceiling CCTV near save station in Electrical / Archives
Slightly raised the roof at jumping point inside ice cave
Added ignited Gasoline Tanks to memory array, not to respawn when reentering area
Integrated Exploding Barrels into Gasoline object as a variation for streamlined & optimized coding
Made ammo a potential loot drop from enemies (currently equipped guns determine ammo type)
Created collectible/item sprites for all ammo types
Minor adjustments to Item Feed UI
Made CCTV objects destructible from explosive blasts
Bugfix: Fixed bug causing Mounted Sentry to fire endlessly when reloading save
Significant improvements to Dialogue System (Box UI & code)
Made healing animation cancel when taking damage
Made player able to cancel healing animation
Adjustments to Ceiling CCTV; added two new animation frames, slowed turn-rate to allow longer window for player to sneak past
Work on Mission Selection Screen
"Yes/No" prompt for launching mission
Checkmark to enable/skip mission briefing
Adjustable image windows for Mission Briefing
Mission Briefings added
Bugfix: Prevented dropped loot from enemies from being stuck inside walls
(Mission 1:) Made enemies open front gate when detected outside entrance
Added option to jump to title screen at "Created by Tobias Edvardsen" by pressing Escape
Cleaned up some messy code
Properly labeled some nameless assets
Bugfix: Volume not mixing correctly for War Room/Briefing ambience
(Mission 2:) Renamed sector "Red Valley" to "Wadi Rouge"
Bugfix: Mission Start UI FX lingering on screen if leaving sector prematurely
Improved Cutscene Skip UI
V0.8.70 - The "LODESTAR" Update
Another BIG update is now live, improving game flow with more contextual inputs (Such as using elevator, and dropping down platforms), bug fixes, new animations (!), and an overhauled arm rotation mechanic, enabling smooth aiming (Especially better on Gamepad), and subtle movements during reload, gun switching, etc.! The new Enemy Tier-system is included, a new item; "Tactical Laser Kit", and the player will now retract his/her gun when standing next to close terrain to prevent clipping through walls! Many other improvements, with full changelog listed below!
v0.8.70 Changelog:
- Further construction of new levels (Mission 2; Operation Scimitar) - An arsenal of new assets - Introduced door variations (traditional, open/close) - Bugfix: Corrected faulty collision box for traditional door - Scenery improvements to Mission 1; Operation Arctic Strike - Implemented Scaling FX parameters for lighting emitters - Color-corrected existing assets - Improvements to Player/Enemy Sprite & Animation - New Animation: Aiming Stance - Improvements to Enemy AI - Enemy will react to nearby units taking damage or dying - Enemy can walk while crouching - Optimization to Enemy AI; Line-of-Sight will not be drawn for enemies far away - Enhanced controls for using elevator, accompanied with UI - Added a button combination for dropping down platforms (Down+Jump) - Overhauled arm rotation mechanic; Angle turn-rate/speed determined by carrying weight - Camera improvements; will focus on enemies with a potential line-of-sight on player - Disabled Hunger System - Removed Food items - Added new item; Tactical Laser Kit - Bugfix: Made enemy indicator for enemies outside bounds invisible - Bugfix: Fixed bug causing dead enemy's invisible gun to fire on player - Bugfix: Occasional melee kill performed on enemy without attacking - New mechanic; Player retracts arm/weapon when standing too close to wall/terrain - Sprite improvements to multiple outdated guns - New enemies; A new Tier-System introduced for default infantry - Applied Player Muzzle Fire VFX to Enemy as well - Inventory UI improvements; Item Index Indicator, & slight aesthetic improvements - Locked Ordnance Qucik-Switch button while Inventory Menu is active - More scenery/decorations in certain areas (Mission 1: Operation Arctic Strike) - Updated contextual UI for Gamepad/Keyboard & Mouse - Bugfix: Prevented Shoot/Aim Tutorial UI from disappearing untimely - Slight changes/improvements to enemy behavior when searching for Player - Added "Mission Start" UI FX - Bugfix: Repurposed faulty Enemy AI node - Added more gun variations for enemy units - Optimized code for Player Arm - Added subtle angle FX's to reloading & gun switching - Changed SFX; AR-58 (AK-47) - Improvements to enemy targeting systems - Minor visual FX touches to startscreen - Added Name + Description UI to Ordnance Selection Stage (Weapon Selection Screen)
v0.8.60 - The "GLOBEMASTER" Update
Another MASSIVE update finally introducing a level selection screen! Mechanical enemies including a heavy tank is now present in Mission 2, Assets such as guns, scenery, tilesets, and in-game character models have received visual improvements, a mission timer pausing at cutscenes make speedruns and competing more fun. Many other improvements, with full changelog listed below!
v0.8.60 Changelog:
- Further construction of new levels - New feature: Item Collection Feed - Level Selection Screen, Map-themed - Minor improvements to UI elements - Reworked certain data elements related to saving/loading - Made mission score account for time bonus in seconds - Mission Timer; pauses during cutscenes, etc. - Temporarily disabled in-game opening cutscene - Optimized code for UI elements -Changed looting mechanic; You can no longer loot corpses by crouching and pressing the interaction button, enemies will instead occasionally drop a duffelbag instantly containing a random item - Visual improvements; - Mission 1 Background Skybox; Color gradient have been replaced with an animated Aurora Borealis - Color corrections to snow tileset, purple tint - In-game player model's head is improved, more detailed and resembling of a cat - Character portrait improvements - Visual overhaul to guns; WF512 (M249 SAW), VT80 (M60), SC96 (Beretta ARX160) CS-12 Conqueror (SPAS-12) - Added minimap hint in tutorial section - Added new enemy type; Heavy Tank (Currently only present in Mission 2) - Bug fix: prevented player from calling elevator while jumping, causing elevator to be misaligned - Reduced fog in Mission 1 - Made secret passages transparent instead of invisible while player is inside - Added astrosuit player model for Missions in space/inhospitable environments - Lighting improvements; Added a Subtract layer to allow for complete darkness in level areas - New Bullet Hit VFX; pre-rendered particle effect w/ variations - New soundtrack; War Room - Cleaned up unused assets to reduce file size - Koi fish - Shortened time taken to travel through fast travel-vents - Added new rocket projectile variation for Annihilator (M202 Flash) - Replaced "Exit to Windows" option in pause screen with "Abort Mission" - Made Intel items collectible - Tiny level design changes to Mission 1 - Made variables (Ammo, silencer integrity, objectives, etc.) reset correctly when launching new mission - Made an animated Save Icon when game is saving data - Restricted player from pausing while leaving/entering mission in helicopter - Bug fix: Prevented all icicles from exploding when two or more hit player simultaneously - Bug fix: Prevented icicles to fall at slow speed outside water - Beautified "Press Start" UI element on Start Screen - Replaced old helicopter SFX with new, recording of a NH90 - Made RL-14 (RPG-7) attach to Krynkel correctly - Corrected Krynkel' "back" arm - Added a small new secret area - Swapped ID of guns; SF1-A1 & STAR-5 (M4A1 & SCAR-L) - Updated Gun Locker room - Updated Hunger/Energy UI element - Bug fix: Prevented security console from remaining broken while security is reactived on Mission Restart
v0.8.50 - The "CLARITY" Update
A massive update accumulating all work for the last year! Gamepad support is now fully integrated to the gameplay, CHARACTER SELECTION is now a thing, gearing up has become fun with the new Loadout Screen, and you will finally navigate the arctic submarine base without getting lost with the new live minimap feature. Many other improvements, with full changelog listed below!
- Start Screen visual overhaul - SATF Tranquility Interplanetary Explorer added to title screen - New system: Live Minimap - Asset production for multiple levels - Produced more music tracks - Improved existing music tracks - Significant work on levels: Toxicana & Catvador - New level introduced nicknamed "Sakura" - Completely new Loadout Selection Screen - Fixed bug causing single-fire guns to fire full-auto at 60 rounds a second - Tweaked weight and distance for throwing knifes - Improved calibration to measuring UI-line determining ordnance trajectory - Full Gamepad integration - Ragdoll-corpse system prototype (disabled until further consideration) - Improved existing sprites and assets - Updated character portraits - Optimized code - Addressed CPU leaks - Added ability to sabotage submarine (necessary to complete secondary objects in LVL1) - Improved particle system - Reworked snow simulation - Tileset overhaul - Prevented Player Drone from entering water - Improved ledge grab detection on emerging from water - Addressed lacking tutorial input prompts - Significant refinements/overhaul to UI/HUD - Improved and more seamless cutscene skip function - Corrected usage of HP rounds from syringe animation to mag reload - Improvements to Pause Screen - Made ice cones randomly fall down damaging player on collision - Produced SFX's - Improved animation on existing assets - Added new guns: SF5-A2 (M16), PS7 Globemaster (USP .45), WK-88 (Benelli M4) - Improved existing guns - Fixed crucial bug causing player to sink into ground in vertical terrain while crouching - Fixed bug causing wrong arm animation while equipping assault weapon on secondary - Added global variable tracking frame runtime - Converted to "initialization-index" for Pick-up Weapons - Converted Gun Schematic Collectable from group-based value to instance-based - Reset Dialogue Transmission UI VFX scaling on end of frame - Prevented enemy units from firing on player while fast travelling - Added more shortcuts in LVL1 - New CCTV type: Enemy Drone - Added rotating cone-shaped lights - New HUD element: Enemy Proximity Indicator revealing nearby enemies off-screen - Character Selection
SPILLEXPO 2022 (Norway's Largest Game Exhibition)
This year's attendance at Spillexpo 2022 is complete! Many new impressions, even NRK (Norway's National Channel) tried out Rushaug: Project Emerald, and conducted an interview! Huge thanks to my brother and dear friends for assisting me in setting up and tending the stand! I have exciting news for playtesters coming very soon!
Rushaug @ Spillexpo 2021
After a gloomy year of restriction and quarantine, Rushaug: Project Emerald is returning to Norway's biggest Game Exhibition, SpillExpo! Cannot wait to get back, big plans have been arranged for this occasion. Stay tuned!