IMPROVED: squirrel player controls (sprint instead of boost, tighten controls)
SQUIRREL INTEL MISSIONS: added to - Training Gauntlet - Squirrel Town - Deadlands - Dessert Squirrels - Squirrel Mountain
Allows exploring most maps as a chipped squirrel... :D
OUTDOOR SQUIRREL MISSIONS: - daytime missions - only T'PAI and squirrels can withstand the sun's radiation now that the earth's iron core has stopped rotating due to super volcanoes changing the core magma pressure...
CUSTOM MISSION END TEXT: have added ability to change the success / fail mission text at the mission data level... scribblings and bibblings of the squirrely kind coming soon.. :D
T'PAI PRIVATE SECURITY FORCES: ai improved (squirrel missions)
So, I couldn't help myself... I went in and experimented again with the inner workings of the squirrel brain... this time with the results are a nice balance between exploration and action!
The tweaks: - hunting mode triggered by proximity - default passive mode for Red, White, Green - quad points trigger all squirrels in the area to hunt the player
Results of the surgery: - more emergent gameplay - slower initial buildup into the inevitable chaos of becoming the hunted - more opportunity to search dwellings for loot - 'the unexpected squirrel' - more ebb and flow of pacing / action - more arena of engagement preparation time
Core Gameplay!
Aside from the mutated squirrel brains, I've added Extraction and Rescue mechanics to the gameplay loop...
Extraction mechanics
- Objectives completed: "get to the transport!" message - Return to the nearest form of transport to extract from the mission zone. Failure is not an option.
Rescue Mechanics
Failed your mission? Can't handle the current state of affairs? Just wait there contemplating the meaning of your existence in a world run by squirrels... Maybe someone will come along soon to talk some sense into you... The local squirrels seem to be studying you...
- On mission failed soldier becomes stranded on the map until found - Locating rescue targets: listen for the SOS on shortwave to locate fallen comrades.
Other Cool Stuff:
- working on rain / weather effects - working on sound effects - compass added to HUD - updated game over UI with PTSD and THREAT LEVEL pips (shows what squirrel resistance strength + character PTSD increase if click continue)
Missions & Lore:
- FINALLY: intel items added (unlocks side missions / lore - only a couple so far - more to come!) - Autumnal Rituals map gets squirrel Bait mission. The Hive is starving... FEED THE HIVE! - general tweaks to lore text
Multiplayer:
The new rescue and extraction system may have introduced some issues in multi-player. Will be fixing any reported issues in a future update.
IMPORTANT: your old save games may behave strangely. It is highly recommended that your start a new hive from the main menu for the best experience with the new gameplay!
CURRENT STUFF I'M WORKING ON:
These and more should be fixed next patch! - Game over screen the player still controlled and no squirrel spotting ability - Winter Wonderland map crashes - Halloween map fixes - Character Select: skill up pip issues showing when dead, needing rescue or recovering
NEW GAMEPLAY FEATURE IN WORKS
Now that the new continue / rescue system is in place... I have begin invoking the Wrath of Ratatosk!
These are random effects that occur when clicking the continue button... at first these will be the method by which squirrels are imbued with special abilities. E.g. the Spirit Projectiles... and those can be subsequently upgraded = guided projectiles, exploding projectiles etc. Planned are the different squirrel type abilities such as fire, poison, electricity, spirit etc...
There are stacks of options here... just finding the time to add them all crazy as I am currently working 3 jobs (if I include this as a job - lol)
Ratatosk, he tasks me... he tasks me!
GLHF! Party on and I'll see ya top-side! Stay squirrely peoples!
v1.07.922 - The Squirrel Report
The Autumnal Rituals map has been overhauled and is accessible via the Squirrel Town zone.
Map works are still 'sticky / needs cleanup and tree pruning' but still super fun!
There is so much gameplay potential that I am still discovering. Hmmm... am I going to far? Have I gone completely Squirrely...? You bet I have!!!!
Patch Notes
- FIX: Info overlay Suit Mods grid - FIX: Single player overview map - MAP WORKS: Autumnal Ritual in Squirrel Town - NEW MISSION: Ultra Rituals... - AUDIO: Ultra Squirrel landing crunch audio fix - MISSIONS: unlock structure rework (mission story flow) - NARRATIVE: Autumnal rituals mission description tweaks - DIFFICULTY: Ultra Missions 5x Ultra Objectives
Can't believe I am still having fun after over 700 hours of squirrel insanity and approximately 5000 hours of development over 3 years!
There are more things I want to try, but saving them for Squirrelmageddon! 2... been working on some interesting hive and mission mechanics :D
I should be starting Pre-production on SQ2 around January 2024...
Stay Squirrely! GLHF!
v1.07.922 - The Weekly Squirrel
The Autumnal Rituals map has been overhauled and is accessible via the Squirrel Town zone.
Map works are still 'sticky / needs cleanup and tree pruning' but still super fun!
There is so much gameplay potential that I am still discovering. Hmmm... am I going to far? Have I gone completely Squirrely...? You bet I have!!!!
Patch Notes
- FIX: Info overlay Suit Mods grid - FIX: Single player overview map - MAP WORKS: Autumnal Ritual in Squirrel Town - NEW MISSION: Ultra Rituals... - AUDIO: Ultra Squirrel landing crunch audio fix - MISSIONS: unlock structure rework (mission story flow) - NARRATIVE: Autumnal rituals mission description tweaks - DIFFICULTY: Ultra Missions 5x Ultra Objectives
Can't believe I am still having fun after over 700 hours of squirrel insanity and approximately 5000 hours of development over 3 years!
There are more things I want to try, but saving them for Squirrelmageddon! 2... been working on some interesting hive and mission mechanics :D
I should be starting Pre-production on SQ2 around January 2024...
Stay Squirrely! GLHF!
v1.07.912 - Ultra Squirrel Update!
THE ULTRA SLAM
Giant blue ultra squirrels now have a jump and slam attack. If not attacking they will try to pin the player down so other squirrels can rip them to shreds...
Tons of updates and map tweaks - now is a great time to reset your hive / mission zone moveable objects...
OTHER SQUIRREL MUTATIONS:
Squirrelmadillos now fire ecto-plasmic projectiles...
Green vomit squirrels now eject 'green globs that go sploosh'
Mega Purple squirrels now bulldozer the player, crushing innards...
Squirrel Brain surgery performed = little more crazy
Squirrel Sounds: less density, but hopefully enough where it's important to keep 'listening out for squirrels'
LORE / AI INSANITY
all AI art (a comedy of squirrel horror and AI assisted insanity) removed
my prelude lore removed until new artwork created (it's not vital to the gameplay)
THE STATE OF MULTIPLAYER
Things have been steadily improving with client replication on new overlay HUD features seemingly fixed. Still issues with lag on high density maps. Insanity is by definition debugging multiplayer replication...
TESTING: added Squirrel Town zone to multiplayer
FIXED: points pickup item replication - clients should now receive pickups!
FIX: client character detail overlay - skills and pickups should now show
MOVEABLE OBJECTS: saved to multiplayer map file so will reload
CLIENT OVERLAY MAP: temporarily removed until fixed on clients
RECOMMENDED: 'reset moveable objects' on mission select if experiencing any object weirdness or broken level loading (soz - I've been adding / removing / relocating objects on some levels)
Training Gauntlet: added new 'tight quarters / interiors training area'
All maps: pickup fixes / tweaks / relocations / additions
FIX: Squirrel Turbine music
FIX: Turbine repair objective glow on complete
Desert Squirrels: moved Ratatosk statues outside of town, tweaked lighting to accommodate full moon
Removed spotlights (required real time lighting = huge performance hit on older machines like mine...)
Ultra Squirrel missions now spawn an Ultra at the start of mission
WEAPON UPDATES
SNIPER WEAPONS: reworked until 'feels good'.
SCOPE / AIM FPS optimizations
Weapon Balancing - the auto-shottie was way too OP (nerf damage 25%)
GAMEPLAY: 'True Scavenger':
I wanted the ability to turn off the objective spotter sparkles....
'True Scavenger' mode checkbox hides object sparkles / location hints. This gameplay mode is auto enabled on Insanity Difficulty.
UI / UX
GAME OVER SCREEN: updated UI
GAME OVER SCREEN / DIORAMA MODE: HUD auto-hides after 10 seconds of no mouse activity. (move mouse to re-activate HUD)
CHARACTER SELECT: [A] [D] keys rotate character model
SUIT MODS: cost per level multiplier (interest rates ya know?)
TRAINING / SUIT MODS: added character image status skull overlay (recovery / dead)
- NEW: Game Options -- True Scavenger mode (still beta) : removes 'glow / sparkles' on objects and objectives
- NEW: Video Option -- Experimental Retro Mode (just some nostalgia) : adds a dither post process filter to in-game cameras
- ACTUALLY LOOKS BETTER: A.I. 'art' removed and replaced with screenshots + photoshops, including all UI elements
- LIGHTING: map lighting tweaks (dark as night / fog system)
- bunch of stuff, will go through commits and add all to full post soon
Stay squirrely people! Thanks for your support and yes, the squirrels ARE MUTATING:
THE WHITE SQUIRREL EXISTS: https://www.logandaily.com/news/logan-neighborhood-being-visited-by-small-tree-climbing-mutant/article_447e95c0-1370-11ee-b70a-b7850d25a20a.html
MUTANT BLACK SQUIRRELS ON THE RISE: https://www.dailymail.co.uk/news/article-2666977/Rare-black-genetic-mutant-squirrel-pictured-visiting-familys-garden.html
A Death by a Thousand Squirrels
It is with great disappointment and more than some sadness that I have to remove all AI assisted 'art' generated for Squirrelmageddon from both the game and all past Steam posts....
AI assisted 'horror squirrel art' gave me hope... so much hope and joy in seeing my squirrels finally rendered into reality.. they were so cool, so crazy...
Alas, Steam says no.... for the time being. This is completely understandable and reasonable until legal finality on the subject has been arrived at.
From here on out there will be NO AI 'ART' or AI GENERATED ASSETS in the Squirrelmageddon! Game or Steam page that could be subject to copyright claims.
In game images will be blanked until replacement images can be created and added.
I plan on working more posed and real time in-game screenshots in Photoshop as before. This is going to take quite a long time, but I am actually looking forward to doing this and learning some new skills!
I want to thank everyone who is following Squirrelmageddon! and showing support with comments and thumbs ups - you all have kept me going though all the insanity that Squirrelmageddon! has brought to my life!
(oh soooo much insanity... only another solo game dev would know the true depths of one's pain and suffering delivered by the claws of Ratatosk!)
NOTE: for the time being I will still be uploading 'AI assisted concept art' to the game website gallery at www.squirrelmageddongame.com
Stay squirrely and I'll be back topside again real soon!