ADDED - added a wardrobe on the pirate ship to change characters - added health bars over players and bots - added health regen system - added low health effects on HUD - added new songs with random selection of tracks
UPDATED - updated HUD layout of widgets (more to come) - improved events for updating HUD, nothing runs tick anymore so there should be a slight bump to performance - updated bot spawner - made additional improvements to AI/Mobs
Lots of various bug fixes
Patch Notes - Pre-Release Build - 0.9e
- improved accuracy of bullets - adjusted bullet spawn location - minor bug fixes
Patch Notes - Pre-Release Build - 0.9d
- the bots now try a little harder to survive depending on their remaining health - bots will return to the safe zone when the timer has 30 seconds left on the clock (prepare for some battles in the remaining seconds) - bots are no longer blood thirsty maniacs who are hell bent on fighting in the starting zone, they'll now spend some time exploring the map in addition to battling any threats they encounter. Some further balancing is required, the hit intensity battles were fun but it felt more like a deathmatch than a mixed objective game mode.
Patch Notes - Pre-Release Build - 0.9c
- bots now correctly pick up and drop loot - certain attacks now rotate the character toward it's target (kicking is now a lot of fun) - coins and gems now fly toward the player when they are within close proximity for a nice feel-good effect - kick attack now has a knock-back effect for bots and players (THIS IS SPARTA!!!) - health HUD item now animates when player takes damage - heartbeat SFX plays when health is low - health HUD no longer runs on tick, improves performance - adjusted the text on the placeholder tool for changing the round time - improved walk/run animations to match the speed of the player - lot more minor bug fixes and small adjustments were made
Patch Notes - Pre-Release Build - 0.09b
ADDED
- 3 new bots
FIXED
- fixed audio on Ching Shih sword swing
Patch Notes - Pre-Release Build - 0.09a
VFX and SFX updates and more!
In today's patch you'll discover lots of visual and audible candy! For feedback is provided to the player when they hit an enemy through sfx and vfx. Explosion VFX has been updated, and other small changes
ADDED
- new hit vfx spawns when player and enemies are hit - new hit sfx plays when player and enemies are hit - default placeholder vfx has been replaced with stylized vfx; feedback would be appreciated as it's not set in stone, just trying a new style - special boost ability now adds a physics impulse and radial damage to nearby enemies/destructible objects - experimenting with a main menu button design; feedback would be appreciated
Patch Notes - Pre-Release Build - 0.09
Today's patch was all about bots! These scurvy dogs went through a massive update and I am excited to share a long list of notes today
ADDED
- more advanced path selection, they now weigh the risks based on enemies and their own health to select an appropriate path (and their aggression...which is currently set to 11) - they will retreat when they have low health - they will retaliate when you attack them - they now attack each other (which is a lot of fun to watch) - skellies will attack them...and I added a lot more skellies...and it's a lot of fun to kite them all to the bot battle - they respawn at a variety of random locations when they die - the following still requires testing but they should, in theory, spawn enough bots to make sure that the match has 4 players, if there are two human players then there should be 2 bots...testing is required...I only have 1 PC to test on :'( - they collect and drop treasure, when they die they will drop half of their collected treasure just like human players (I still need to update the system so that they retain the other half after respawning - I'm sure there's more but it's been a long day
FIXED
- some very minor bug fixes were made to the skellie AI. It is important to note that the skellie AI is a placeholder system and once the bot AI is completed it will be adapted to the skellies. all of the AI is now modular and extremely easy to adapt to other types of AI systems.
Patch Notes - Pre-Release Build - 0.08c HOTFIX
ADDED - added death animation to the bot, it now doesn't instantly flail around like an empty sack of flesh but I do need to tighten up the physics constraints because once ragdoll kicks in the bot's body becomes an floppy sack of flesh...it's nasty
BUG FIXES - discovered a pretty major client-side performance bug related to a placeholder marketplace asset I was using for fish! They were being used as some visual candy while swimming but until I have time to write my own fish flocking system I have removed them for now as they had no impact on gameplay but were killing frames on the clients only (gotta love the challenges of building a multiplayer game as a solo dev).
Patch Notes - Pre-Release Build - 0.08b
BUG FIXES - fixed crosshair bug still displaying if dying while still aiming - fixed emote bug where weapon mesh appeared even if no weapon was equipped
Patch Notes - Pre-Release Build - 0.08a
The focus of this patch is improvements on the bots. The bots now have health, can take damage, and have appropriate hit/death animations and effects....only when they die...well, you'll find out.