The season of lovely flowers has come… but they’ve withered far too soon.
Let’s move on to development updates.
[Completed Work]
Head Art
- 4 new head art pieces have been added.
Standing Illustrations
- Character standing illustrations have been added.
Weapon Effects
- Shell casings are now ejected every time a gun is fired.
- A new hit effect plays when bullets strike enemies.
New Weapon Type
- A bow has been added. Drawing it fully will deal maximum damage to enemies.
- Impact grenades has been added.
New Weapon
- 1 assault rifle has been added.
Screen Effects
- Effects for down, injured, taking damage, and electrocution have been added.
- The screen now shakes when a grenade explodes nearby.
Explosion Marks
- Grenade explosions now leave scorch marks on the ground.
[Work in Progress]
In-Game UI
- We're currently working on a UI layout that can display all four players on screen.
Gadgets
- Still plagued with bugs, unfortunately. But don’t worry—this is an important system and it won't be scrapped.
Scopes
- Working on scoped view for sniper rifles and certain special weapon types.
Main Menu
- Prototyping a few designs. We’ll share some visuals once we’ve made more progress.
[Next Goals]
- Add 3 special enemy types
- Complete implementation of gadgets
- Build the lobby
- Rework online functionality
- Add weather effects
A little ramble about Early Access: As mentioned long ago, the game will be completely free to play until its official release. Development is still in full swing, but we plan to add more head art, character outfits, and weapons. If there’s a costume or unique weapon you'd like to see, feel free to let us know anytime!
There’s no meme in this devlog. I’m just... too tired.
Questions are always welcome!
SPEARHEAD: Breakthrough DevLog 06
As the cold fades away and the warm sun rises, it's time to move forward.
The foundation has been completed. Let’s get to the main updates.
Completed Work
Enemies - Now move toward the player at a faster speed. - If their legs are destroyed and they fall, they will continue chasing at a slower pace. - Their heads now move up and down to keep their gaze on the player they are pursuing. - A new alert state system has been added. - When in an alert state, enemies will recognize and chase the player if they attack or get too close.
Melee Weapons - The machete has been added. - Melee weapons do not have durability and will not break. - They can hit all enemies within their attack range.
Armor Plates - Using an armor plate increases the player's armor by +1 (max 4). - When the player takes explosive, bullet, or projectile damage, an equipped armor plate will be destroyed instead of losing health. - Unequipped armor plates can be dropped on the ground so other players can pick them up.
Wall and Map Construction - A system for placing walls, tiles, and game objects has been established, allowing for faster and more efficient map creation.
Player Mechanics - When a player’s health reaches 0, they enter a downed state. - Downed players can be carried by other players. - Downed players cannot move but can still attack enemies with a sidearm. - After 60 seconds in a downed state, players enter a critical state where they are unable to perform any actions. - Downed or critically wounded players can be revived by teammates using the interaction button. - Reviving a critically wounded player takes longer than reviving a downed player.
Multiplayer - Up to 4 players can now join a single session. - Players are assigned a number (1, 2, 3, or 4) in the order they join. If a player leaves, the numbers will shift accordingly. - If the host leaves the game, the leadership will be passed to the next player in line. - Weapons dropped on the ground can be picked up and used by other players.
'Broken Cage' Raid Poster
Work in Progress
New Special Enemies - The ‘Breacher’ has been scrapped and will be replaced with new enemy types. - Smoker – Creates vision-obscuring smoke. - Twitch – Uses an electric stun baton to grab and damage players. - Former – Sprays foam to immobilize players or block their path. - More enemy types are currently in development.
Next Goals
- Screen effects - Environmental effects - Loadout system - New gadgets and weapons - Additional weapon types
It took a long time to build the foundation—has it already been two years? Now it’s time to speed things up and push development forward. Let’s pick up the pace!
Questions are always welcome!
Hold!
SPEARHEAD: Breakthrough DevLog 05
The time has come to welcome a new year. How was your year?
Some of the features we teased in the last log have been delayed. However, we managed to complete even more features instead.
Completed Work
- Grenade Explosion We’ve replaced the old sprite effects with realistic smoke effects.
- Bullet Trajectory Rework Fixed an issue where bullet trajectories resembled laser beams. Redesigned them for better realism.
- Muzzle Flash Guns now emit smoke from the muzzle and the ejection port with every shot.
- Material-Specific Bullet Effects Bullets now produce effects tailored to the materials they hit.
- Lighting Effects Objects now cast shadows depending on the position of the light source—360 degrees of dynamic lighting!
- Multiple Player Connections Although the lobby feature has been delayed, players can now connect to the same session simultaneously.
-Raid Poster
Work in Progress
- New Weapons: Shotgun and Assault Rifle Adding sound effects will make these even better!
- Line-of-Sight System Remember the feature that lets players see behind walls or objects if they’re positioned above them? This time, we’re implementing a system that prevents players from spotting enemies hidden behind walls or objects.
- Destructible Enemy Body Parts Enemies now have destructible body parts that react dynamically to damage.
- Two New Special Enemies
Siren: A camera-like enemy that detects movement. Breacher: A ramming enemy that pushes other enemies aside to charge at the player and self-destruct. Sprites for these enemies are complete, and coding is underway.
They may seem a bit lackluster at this stage, but sound effects and screen shake will be added later as final touches. Don’t worry—we won’t release them in their current state!
Canceled Work
- Enemy Death Animations Unfortunately, this feature had to be canceled due to technical limitations. Instead, we’ll expand on the destructible body part system.
Next Goals
- Finalize all functions for normal enemies (attack, death). - Finalize all functions for the player. - Add more special enemies. - Implement interactions between the player and enemies. - Add more weapons.
Goals for 2025
- Complete two chapters and one raid. - Add eight regular weapons and three legacy weapons. - Add four special enemies. - Implement the lobby feature. - Conduct Spearhead Breakthrough closed testing & recruit participants (tentatively planned for Q4, barring major issues).
Questions are always welcome. See you next year, and Happy New Year! 🎉
SPEARHEAD: Breakthrough DevLog 04
A season of weight and knowledge: Fall. Our game could use some "weight" of its own, too…
[Completed Work]
- Enemy Sprite Rework Reworked to reduce in-game issues.
- Map Tile Set Rework Reworked for similar reasons as above.
- Wall Transparency Vision Feature Developed a new feature to address objects or enemies being obscured by walls. When the player is positioned above a wall, the wall becomes semi-transparent.
[Ongoing Work]
- Lighting Effects and Bullet Impacts by Material Showcased parts of this last month. Although expected to finish this month, additional time is required due to adding different bullet fragment effects depending on bullet size.
- Enemy Destruction Animations Working on animations for total disarmament of enemies, from disintegrating pieces to more realistic options like enemies collapsing mid-stride or losing balance after losing their head.
- Raid Map Sprites
- In-Game Concept Art Created two concept art pieces to help outline the development direction and assist your understanding. More concept art will be showcased.
- Enemy AI Improved AI from the previous version. Enemies now search paths faster and chase players more relentlessly than before.
- Crosshairs Still in progress. Currently causing some bugs, so we’ll share it once stable alongside other features.
- New UI Design Redesigned to align with the game concept. Parts of the game UI are completed, with more concept art to be shown soon.
[Next Objectives]
- Simultaneous connections in the same session across multiple players - Adding lobby functionality - Special enemies - Implementing grenade explosions - Backend work - Enemy Body Part Destruction Feature
Questions are always welcome. See you next time!
Just J...
SPEARHEAD: Breakthrough DevLog 03
We’ve survived the heat this year as well. Let’s get straight to the point.
[Completed Work]
- Autumn Map Sprites
- Three Types of Regular Enemy Sprites We've created new, larger, and more visible sprites compared to the enemies from the previous game, "Spearhead."
- Object Throwing Objects now follow the correct trajectory when thrown.
- Object Fragmentation When the player shoots small objects, they break into fragments and are destroyed. If an object is between the player and the crosshair when shooting, that object will also be destroyed.
[Ongoing Work]
- Test Room The test room will continue to evolve and expand as development progresses.
- Different Bullet Fragments and Smoke for Each Material Work is still ongoing for objects made of steel.
- Weapon Animation Overhaul There’s an issue where weapon animations break due to incorrect sequencing during development. We are currently revising all animations to fix this problem.
- Four New Characters To balance the gender ratio, we’re working on four male characters. The designs may change as development continues.
- Wall Collision Detection This is the most challenging task. We've been working for a long time to ensure that players, bullets, grenades, objects, and more don’t get obstructed by walls and pillars during gameplay.
One more thing to mention: If the upcoming feature that allows players to see beyond walls doesn’t fit well with the gameplay or negatively impacts it, we’ll remove it. Instead, we plan to make impassable walls behind pillars and adjust the paths so characters don’t overlap.
[Canceled Work]
- Weapon Throwing After five months of development, we decided to cancel the weapon throwing feature due to numerous bugs that delayed progress.
The weapon throwing feature was identical to the object throwing feature. In place of this feature, we’ll include more throwable objects in the game.
[Next Goals]
- Enemy AI - Lighting Effects - Vision Feature to See Players Behind Walls - Raid Map Sprites - UI Design - Crosshair
Questions are always welcome. See you next time!
SPEARHEAD: Breakthrough DevLog 02
Welcome to our summer development log. It's scorching hot!
1. Consumables and Grenade Animations
We are working on the animations for using consumables and grenades.
2. Objects Throwing
Players can now pick up and throw objects. Last time, due to numerous issues, we couldn't show this directly, but many of those issues have been resolved. There are still problems with enemies being pushed back when hit by objects, which we are currently fixing.
3. Grenade Collision System Overhaul
This was the most time-consuming task in this development log. We added a system where grenades collide with objects and fall to the ground. No more grenades flying through walls and ceilings.
4. Enemy Sprite Rework
The appearance of enemies is being changed. They will be bigger and more clearly visible.
5. Weapon Slot System
We've implemented a system where weapons can be assigned to the 1 and 2 keys, and consumables or grenades to the 3 and 4 keys. You can choose to forego consumables and carry only grenades, or carry two of the same gun.
6 Completion of Shooting System
The shooting system is now completely finished. We've adjusted the positioning of the guns and characters more precisely, and fixed some bugs that occurred during gun operation.
7. Autumn Map
Map development has officially started. It will take a long time to complete, but we are working on maps with various concepts.
We are progressing slowly but surely. As always, questions are welcome.
The heatwave has started. Take care, and the next development log will be uploaded in August.
A preview of the next development log...
-Four new characters -fragment effects -Various gun effects -Test room -And probably more
Goodbye for now!
Spearhead: Breakthrough DevLog 01
It’s been a while!
It's a little late, but we've accomplished a lot. Let’s get straight to the point.
1. Movement animation
The walking and running animation has been completed. Character Movement Animation Animations for reviving other characters and manipulating objects are still being worked on.
One piece of good news is that we've rewritten the character movement code to reduce the amount of code that was too long. Fixed an issue where the character would be bounced at high speed if caught by an object while moving.
2. New Firearm Code, New Animations
Now you can drop your firearm or pick it up. You can do more while on the move.
And we're introducing new gun animations. I hope you like it.
3. Changed Shooting System
This is one of the biggest changes in ‘Spearhead: Breakthrough’. The reason the development log was delayed was because we were testing various shooting functions. In the previous, 'Spearhead', bullets flew endlessly in the direction the aiming point was pointed. In this 'Breakthrough', bullet hits randomly within an invisible circular area within the aiming point. As you continue to fire a gun, the crosshairs expands and the bullet's hitting range becomes wider. If you fire the gun in bursts or shoot while walking, the crosshairs expand to be smaller. We chose this approach because it allows players to more clearly specify which enemies to shoot at.
If the player is able to shoot, a red dot will be displayed between the crosshairs. If the red dot is off, it means something is blocking it.
4. More objects
We are still working on a lot of objects. When damaged by explosives or numerous bullets, the object's appearance changes. Actually, all that changes is the appearance. There are no other functions. :)
Objects containing supplies have a special marking. This object can be destroyed. Destroying objects will drop items that the player lacks.
5. Throwing an object
Players can pick up and throw some objects. You can use this to push enemies away or use it as cover. However, if you throw an object 3 times, it will be destroyed and disappear.
Throwable objects have a consistent shape. Makes it easier for players to recognize.
6. Tactical Gadgets
Alarm clock grenade to lure enemies Molotov cocktail that burns all enemies within range Canned bombs for establishing defensive positions Concussion grenade that explodes on contact Barbed wire grenades that hinder enemy entry
We are working on 5 gadgets.
7. Sound Recording
We received help from an engine repair company. Thanks to that, we recorded a variety of sounds. Vroom Vroom
This is a first development log of the year. We were behind schedule because we were trying out different features. The next development log will be uploaded in July. I will prepare it as soon as possible. Questions are welcome at any time!
See you next time!
Wallpaper for December&Dev log
This is the last wallpaper. There's less than a month left now
https://drive.google.com/file/d/1zPVIiNVZZN5pCGdnu-OkFwzQH2XTplMg/view?usp=sharing (No calendar)
1. Server connection complete/Code improvement
Our first priority, connecting to the server, is complete. The experiment of creating a simple lobby and connecting with other users was also successful. It took a really long time. Isn`t it?
For optimization purposes, we changed the map creation method and improved the character movement code. Additionally, the bullets fired by the character were changed from a fast-moving object to a hitscan method.
Carry like baby!
2. Added Character Sprite
More sprites for characters have been added. Revive, Injured, Walk, Down As the game system was added, various actions were added.
3. Object classification
In 'Spearhead', the objects were of different sizes. However, it was not easy to know what objects the bullet could penetrate. So, we divided the types of objects into three types.
Indestructible Objects - Players cannot pass through them. Bullets cannot pass through Path-obstructing Objects - Bullets can pass through them. Players cannot pass by. Miscellaneous Objects - Objects that break when hit by a bullet or a player passes by.
We made objects a consistent size to make them easier to distinguish. Like this!
Object destruction test
4. Lobby! Bags! Customize!
We are making it possible for each character to choose a backpack to carry. Also, planning a lobby that players can decorate themselves. 'Head art' are also being produced. Like other games such as 'Call of xxxx' and 'Detinxx'.(it`s called banners or player cards.) Emblems, banners, profile cards... hmm, we're temporarily using the name 'Head Art' What do you like to call it?
Is ‘old school’ used in a negative sense? If it has a negative meaning, I will change the name.
5. Raid
This is the main content of ‘Spearhead: Breakthrough’. The raids being planned so far are as follows.
House of Light <- I'm debating whether to add 'The' Broken Cage Last Supper Tower of Dawn
Information about the raid will be provided to a minimum.
I think an abbreviation is needed. It's too long to call it 'Spearhead: Breakthrough'. Should we call it SBT? SHB?
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Regards
All of the promised wallpapers have been completed. A lot of time has passed since the new Spearhead project began. Time really flies. I would like to say thank you so much to all of you. We are working hard to live up to your expectations, so please continue to give us your attention. From next year, development logs will be posted irregularly.
See you again next year!
Wallpaper for November
Next month, the final wallpaper, development log will be uploaded. This year is coming to an end