Tactical Bandits cover
Tactical Bandits screenshot
Genre: Indie

Tactical Bandits

Join the TACTICAL BANDITS Showcase and Q&A

Get ready for an exclusive sneak peek into the ravaged world of TACTICAL BANDITS! As part of Steam Next Fest in February, we will be hosting an event where you can watch one of our developers try to survive in our game.

Have we missed anything? Then ask us anything as we will be on-hand in chat to answer any question you might have about the game.

Can’t make it? Then don’t worry because tomorrow we will be making the demo live for everyone to try!

December 2023 TACTICAL BANDITS Update

Achievements


All the achievements have been created for TACTICAL BANDITS. There will be 20 of them for players to unlock, with a good mixture of challenge and grind-focused achievements. The achievements will be tracked internally in the game so players can check their progress at any time. There will also be achievements on other platforms if they support it.

Porting


Porting for the game has started for Nintendo Switch. So far, it is working but not as smoothly as we like. We are currently optimizing the code and 3D models without it affecting the gameplay. The goal is to get porting finished in the next few months.

Summary


This was a very short month regarding development of TACTICAL BANDITS due to the holidays. There has been good progress made with the porting and the collectibles menu, but the main focus has still been on the unannounced game mode. We are hoping to talk about this game mode next month, so stay tuned for that.

I did not get a chance to finish training mode so that will be pushed back to next month as well, along with a big announcement that I can’t wait to share.

Happy New Year everyone!!

November 2023 TACTICAL BANDITS Update

Leaderboards



TACTICAL BANDITS now has global leaderboards via Steam. There are multiple leaderboards which tracking fastest completion times on singleplayer game mode, hardcore singleplayer game mode, and each challenge individually.

There was going to be a leaderboard to track kills, but that was not very useful as it could be easily exploited due to players playing a specific game mode to rack up their kills. Another solution would have been to have leaderboards for kills for every game mode, but that would end up creating too many leaderboards itself. In the end, it was decided to not to implement these leaderboards.

Leaderboards can be viewed on the leaderboards menu from the main menu, or they will be shown during singleplayer and challenge game modes in the pause and game over menus, so that players know at all times how well they are doing.

For consoles there will be a different leaderboard system as the current leaderboard system requires Steam, which will not work on console platforms.

Game Meta System



The game meta system has finally been implemented. After numerous design and balancing issues, the new system is live in the latest build.

Players will make progress in the whole game using the scrap they find and collect in all game modes. All the game modes also give different amount of scraps for every enemy and zombie kill. Using this scrap, they can buy items in the shop, such as new multiplayer levels, weapons, skins, and art (dioramas for the menus).

It is a simple system which we feel rewards every kind of player no matter what games mode they prefer to play the most.

Singleplayer Shop



The last aspect of singleplayer game mode is complete and implemented. In the shop, players can spend or bank their fuel canisters and scrap they have earned so far.

Fuel canisters can only be banked at a shop level, and players will be given 100 scrap for every canister they bank. This scrap will go towards the player’s game scrap which they can spend in the main game shop.

Scrap can be spent in the singleplayer shop on either new weapons or also be banked to be used in the main game shop.

All the shop levels have no enemies or zombies, but they are guarded by a bunch of loyal shopkeepers. As long as the player does not shoot any of them, he will not have any trouble in this level.

When players complete a singleplayer run, all the scrap they have left over will be banked automatically and all fuel canisters will be given 2.5x times the scrap amount they would get by just banking it in a shop level.

But if a player dies before they complete a singleplayer mode, they will lose all the scrap and fuel canisters they do not have banked. This is an interesting risk/reward system for the player, as they can play it safe and bank their items mid-game but lose the chance of getting the completion bonus. They can also risk it by not banking and going to the shop level, giving them a chance to collect more fuel canisters and scrap on another level and getting the potential bonus for more scrap.

Challenges



All the challenges are now live on the latest build for early testers to play. The last five challenges took longer as we used the feedback from the first five challenges and applied them here.

The challenges are another set of all five challenge types (assault, wave defense, elimination, stealth, and protect), ensuring a good mix for all players to enjoy.

Summary


Most of the game development is complete with TACTICAL BANDITS, with only training game mode to be implemented and unlocked in the game. After training game mode, we will be focusing on creating the achievements, and the collectibles that players can purchase and see in the game.

The collectibles will include the story dioramas that players unlock from completing singleplayer game mode, and weapon stats which are unlocked via the singleplayer shop. The weapon stats will show the weapon in details and its stats on how good it is.

We will also start porting the game next month, making sure it runs at a steady 60fps on console platforms without any issues. The game is still on track to be released in the first half of next year, which is exactly what we are aiming for.

There is also a secret game mode in development for TACTICAL BANDITS that we have been designing for the past few months that may, or may not, be in the final game. We haven’t mentioned this game mode before as we are not sure how well it will work, so we have been designing it on paper and will now start prototyping it in the game and see if it works.

If it does work, expect to hear more about it next year with other exciting news.

October 2023 TACTICAL BANDITS Update

Enemies



Enemies have had a revamp this month as they were not acting with any logic in certain situations.

The first situation was primarily when an enemy saw a target, it would fire at them once they got in range and continue firing at them while the target stayed in range. The enemies did not take in consideration when the target went behind something solid (like a van) and just continued firing.

This was a really bad experience as it could lead to players being trapped behind an object with continues fire and no chance of escape. This is now fixed with a simple check and enemies will only fire at targets if they are in range and nothing is blocking their shot.

Another change we made to enemies was to make them return to their starting position if they saw a non-player target. This was an issue in bigger levels, such as the forest. Enemies might see a zombie, go after them, kill them, and start patrolling the new area where they killed the zombie. This led to situation where the player could not find all targets within a certain time sometimes and led to the horde coming in and killing them.

Last Chance



Players now have last chance enabled. Last chance ensures that the player can never be one-shot killed, and they always get 1hp back once their health reaches 0. This gives players an extra chance to survive combat, and if they do it, it makes them feel really good to see that they barely survived.

This feature is only for singleplayer game modes as it will be abused in versus game modes and will lead to more bad experiences than good experiences for all players involved.

Singleplayer Game Mode



Singleplayer game mode is (mostly) complete. Early testers can play it from beginning to end now. The only thing missing is the singleplayer shop, where players can trade in their fuel cans for stronger weapons.

Most of the month was spent on finishing the last two regions (Gas Station and House) and the final level. Gas Station and House have been worked on to some extent in the past few months and needed some final tweaking to make it feel good.

The final level is where the player reaches the Last Settlement and finds what they have been looking for. It is the largest level that has been created for the game and it can fit over 4 normal singleplayer levels in them. Even though the level has been tested thoroughly, we know some early testers will find bugs in there.

Summary


TACTICAL BANDITS is on track for development to be completed before the end of this year. With singleplayer mode mostly done, we can return back to tweak the final 5 challenges. They were not released as planned mainly because of the feedback and issues found in the first 5 challenges, but they will be all released next month.

We were not too happy with the progress made this month even though we got mostly everything done that we had planned. The biggest thing left to balance in the game is its meta system, which is how players make progress overall in the game. This will be strongly linked with the unlock system. The current one we have been testing internally does not feel like it gives enough sense of progress to players, so we will be either reworking that to make it feel better. If we can't make it feel better, we will test out a different system that we had planned but decided to not try out. Hopefully next month the uodate ends on a much more positive note.

September 2023 TACTICAL BANDITS Update

Door Colliders



One of the most difficult design decisions in games... doors!! TACTICAL BANDITS had doors in the game for a long time, and we even tried to fix it last month. Turns out the fix did not fix it much, as players will still getting stuck while trying to walk through doors. The fix did help the AI understand how to use doors.

So to ensure that players have the same understanding of doors as the AI, we decided to remove the colliders for them when they are open. This means that players can walk through open doors with much ease.

This does ruin the immersion of the game, but the improvements to the gameplay makes this a worthy tradeoff. Hopefully this will be the last time we have to fix the doors.

Kill Cam



One thing we noticed in Versus (previously called Multiplayer) game modes is that players could not tell who had won when the game was over. The game did go into slow motion but the camera did not focus on the final kill and/or killer's location on the screen. We have changed that now that it does both, which makes it much faster to understand who has won the match.

Captured Humans



Something that was on the To Do list for over six months, but we have finally updated the animations for captured civilians in the game. Now it's easier to visualize who is captured and who is cowering because of everything that is happening around them.

Main Menu Dioramas



On-screen dioramas have been added to the main menu. This makes it much more enjoyable looking at that menu instead of static logo text. Watch out for special dioramas that will showcase during holiday seasons!

Updated Tutorial



The tutorial has been slightly updated to separate the sneaking and killing part. Previously, the tutorial taught the player to first distract the guard and then kill him with the baseball bat. From testing, we found players found this difficult and usually died there.

To make it simpler, the player is now given a baseball bat that they can immediately use on a guard not facing them. This should give the player understanding on how to kill someone in close-combat and give them confidence to distract and kill the next guard.

Challenge Mode


All of the challenge game modes have been created. We have decided to release the first five challenge game modes now for the early testers, with the latter five releasing in a few weeks.

The goal in challenges is to complete it as fast as possible. There are only a limited amount of weapons, ammo boxes, and med kits available on each challenge level. Players will have to master the level to beat the target times to then unlock the next challenge. There are a total of five different types of challenges in the games, which should keep all types of players entertained.


Assault is about killing all of the enemies on a level as fast as possible.


Wave Defense is about surviving a number of waves coming to kill the player.


Elimination is all about killing one specific character as fast as possible.


Stealth is about sneaking through a level to the exit as fast as possible.


Protect is about rescuing a captured civilian and taking them to the exit.

Next Showcase


In our previous monthly update, we mentioned we would be showcasing TACTICAL BANDITS at another event very soon. Well that event was the Steam Next Fest, which we had to unfortunately pull out off. This is because we decided to spend the time on continuing the development of the game instead of focusing on the demo build.

Instead, we will be showcasing TACTICAL BANDITS at Steam Next Fest in 2024, which will be when the game development is complete and we can focus on creating a demo build without it affecting the progress of TACTICAL BANDITS. The next Steam Next Fest will also be closer to the release date of the game, which is much better for marketing.

Summary


Another busy month, another month closer to finishing the development of TACTICAL BANDITS. With challenge game modes now complete and just being tested, we can go back to focusing on the development of singleplayer mode. Singleplayer mode is close to completion as well, but its balancing will take longer as it involves multiple levels.

Apart from singleplayer mode, we will also be testing the progress system in the game and ensuring that players unlock new features at a good pace without having to grind or being given a handout.

We are happy with the progress made this month, and without the distraction of the upcoming Steam Next Fest, it gives us a chance to focus solely on developing and completing the game. Our goal in the next month is to have all game modes working from beginning to end. This will then allow us to focus on bug fixes, balancing, and ensuring the game modes are fun to play.

August 2023 TACTICAL BANDITS Update

Language Support



The language selection for TACTICAL BANDITS has now been finalized. There is currently placeholder text for all the languages, but at release TACTICAL BANDITS will have English, Spanish, French, German, Italian, Chinese (Traditional), Chinese (Simplified), Japanese, and Korean support. This is a big list, and hopefully it will cover most players playing TACTICAL BANDITS.

New Art



We have updated the art and icons for TACTICAL BANDITS... again. We have been testing which one has been getting the best response from gamers, and the latest one is doing the best right now. Hopefully this will be the last time we will have to create new artwork, but never say never in game development.

New Multiplayer Level ROAD RAGE



ROAD RAGE is a new multiplayer level for death, stock, and hunted game modes. The level layout was designed to be as simple as possible to make it easy to navigate for players. This allowed us to add in eight lanes of traffic for maximum amount of chaos. And chaos is great for multiplayer game modes, especially something that is semi-random but expected.

Players will not feel punished for dying in the traffic, as they will be going out on their own will, to either get new weapons or kill the other players. There is a very good risk/reward system in this level. The level rewards players for staying in the middle of 2 lanes, as they will be next to weapons and items at all times. But they will also be at their most vulnerable in this location from being attacked from both sides.

Game Fixes



As usual, there were lots of fixes in the game in the past month. Since there is too many to cover (and most are quite boring), we will talk about the three most interesting bugs we fixed this week.

The first bug fix was an aesthetic bug. While holding items, such as generators in Capture the Loot matches, the player could aim their gun from their back. This was weird because the gun would aim as normal with a laser sight, making it look like the bandit has a robot attached to them that shoots from their back. Fortunately, the gun could not shoot, just aim. So this was not that bad of a bug, but weird nonetheless.

We also updated the generators in Capture the Loot so that players can only pick up the opposing team's generators and not their own. This ensured that experienced players did not only steal the opposing team's generators, but also moved their own generator in a more difficult location. This balanced the gameplay in this specific game mode quite a bit, and it will lead to more enjoyable matches.

A gameplay bug, which was less of a bug but more of a missing feature, is that you can roll while holding an item again. Rolling will drop the item you are carrying, but it allows for faster getaways from the opposing team, and to better create a counter-attack. Before this, players had to drop the item before they could roll, or even shoot. By this time, some players usually end up dying as the levels are not that large in multiplayer.


Another bug we fixed is doors. Doors are known as a game developer's worst nightmare, especially considering with all the different types of scenarios you can deal with (how does it open, what happens when someone opens and someone is on the other side, etc.). Our doors had multiple issues. The first one was that if a player was too close to the actual door, the door would open in the player's face. This was a weird, and very annoying, bug. Apart from not making sense, it ruined the gameplay a bit as the door would push the player back while it was opening.

Another issue with doors was that bots do not understand how to handle them. If a door is open but they are behind a door, they will continue trying to walk forward not understanding they are stuck behind a door. We have changed it now so that they understand the basic concept of an open door and try to walk around it. If they don't understand this, we have added a code check and they will just shoot the door open.

The last bug we fixed was minor one but one that was causing lots of issues in singleplayer levels primarily. It was with resizing colliders on trees. The colliders were not consistent, and some trees had large colliders, and some had small. This led to a bad experience for the players.

To make it consistent, qw have opted with the skinnier tree colliders that cover the trunk. This is because trees are usually only solid around the trunk, while the rest are just branches and leaves, and we decided to allow players to walk through the branches and leaves. This creates new scenarios for players as they can hide there. It also makes trees less of a punishment, but more of a reward for using it well. The opposite is also true, because it is harder to get a clear shot through the trees as they can get blocked by the trunk.

Zombies



Zombies are walking again in levels. We are not sure how this happened, but zombies started to just stand static in all game modes, and then started moving to chase any targets that crossed their line of sight. Weird bug that we are happy is fixed.

New Horde Level CAMP STRANDED



CAMP STRANDED is a new horde level. As the name suggests, the level is set in a deserted camp that is in a forest. This level was designed for players to feel claustrophobic with the amount of trees in the level, but also give them the freedom to take shortcuts to weapons and items in the level. But the freedom will come at a price, as zombies and enemies will also use the trees to come out and surprise attack players.

It is also much harder to get a clean shot within the trees, so melee weapons would be preferred in that area. But not being able to see where zombies and enemies are coming from will make players feel like they are swinging in the dark.

There are also safe open routes to for players to reach every weapon and item on the level, but these are longer than just going through the trees. So there will be a risk/reward for players to decide if cutting through the trees is worth it or not.

BIC Festival



BIC Festival happened at the end of the month and it was great to showcase TACTICAL BANDITS for the first time to the public. The goal of going to the festival was seeing how players would play the game, what needs to be improved or explained better, and what might need to be removed.

The feedback on the game was overall good, but we did hope for better. This was due to players not having a chance to try out the tutorial to find out how the game works, which led to some bad experiences for players. It was also hard to convey the unique shooting mechanic, and teach players to conserve their ammo and pick up new weapons. This would have been easy to tell players, but the language barrier added more difficulty.

The good part is that players who understood this, and the game overall, had a great experience on the game, and they tended to play as expected. We are now going to use the notes made on how players played the game and use it to create a better experience for the less-hardcore audience. Even though they are not the target market for this game, it is not a bad reason to create new features that would make them enjoy the game more.

Summary


This was a busy month for TACTICAL BANDITS, with a lot of development update and the first public showcase. We will be using the feedback we saw from BIC Festival to improve the game further for the next event to showcase TACTICAL BANDITS, which is actually much sooner than you think.

Apart from the feedback fixes, next month we will be finishing the development of challenges game mode, which is something we want players to experience at the next event. The challenges have already been in development for a few months but never been the priority, which is changing for this upcoming month. Apart from challenges, singleplayer development is nearly complete and we are expecting that to finish very soon.

We are happy with the progress made this month even with the extra work of showcasing the game. The overall development of TACTICAL BANDITS is planning to be complete in a few months, which is great and also means that the porting of the game will be starting before the end of the year. We are not going to mention what other platform(s) the game will be releasing on just yet, so stay tuned for that news sometime soon.

TACTICAL BANDITS Will Be At BIC Festival 2023

Come play TACTICAL BANDITS at BIC Festival 2023!!

BIC Festival is Busan's premier games expo and this is the first time anyone will be able to try TACTICAL BANDITS in public. Come say hi, try the game, and maybe even grab some exclusive merch!

BIC festival runs on 26 and 27 August in Busan, South Korea, and there is also an online event where you can try the game. There is more information about this on their website: https://bicfest.org/index

July 2023 TACTICAL BANDITS Update

Hut 90


This has been coming for a long time and we tried to hold it off for as long as possible. In short, TACTICAL BANDITS has a new developer who will be taking the game forwards as Hut 90 will cease operations effectively immediately.

Hut 90, which was our first company, has been struggling for some time. TACTICAL BANDITS was being developed outside of Hut 90, but it was decided at some point to attach Hut 90's name to create brand awareness and also help the company, but alas it did not help.

Now, a new company and team will take over this project and bring it over the finish line. We will join the new team to handle the design aspect of the game to make sure it stays true to its original vision.

As for Hut 90's previous games, they will continue to be sold as-is and the new company will take over all their IPs.

It was a good run with Hut 90, from 2014 to 2023, and we hope the new company has much more success in its future with TACTICAL BANDITS and all its future games.

Multiplayer Levels


As of the beginning of this month, all the competitive multiplayer maps have been completed. There is total 12 competitive multiplayer levels that will be released with the game, with more possibly being added before then if the development goes ahead of schedule.

The first horde multiplayer level is also released and it is a big level. To date, it is the biggest level released so far in multiplayer. Personally, we feel this has led to a field of view that is too wide depending on where everyone is standing, but it had to be created to accommodate all scenarios in that map.

GUI


The GUI has been updated to give more indication to the player when certain actions have been done or are available. For example, there is now also a text prompt to show when a photo is captured. This was for players who might be of hard of hearing and do not hear the SFX when a photo was captured.

An important change we added is to multiplayer GUIs during gameplay. Players can now see their ammo at any time while they are aiming. Before they had to either shoot to see their ammo, or remember it from the last time they took a shot. This was a bad experience for everyone, and this change has definitely solved the problem.

Other small changes with the GUI include showing highlights when players has an option to change something, such as change their character skin, and showing the total number of levels available for a specific multiplayer game modes.

Weapons


Small balancing change to weapons where the collider sizes of melee weapons have been slightly increased and the damage values of ranged weapons have been altered. Some ranged weapons have gotten stronger and others have gotten weaker, and hopefully they should feel more balanced now.

Controller Remapping


This was a big, and very important, task as most PC players like to customize their controls when playing, and this is exactly what you can do in TACTICAL BANDITS now!

Summary


Big news regarding the shutdown of Hut 90, but this has been coming for a long time. We are glad that it is now in the open as we can now talk about the development more transparent. This was however not the big news we were talking about last month. That news will be announced in next month's development update, which will be after it has already happened. We will create a smaller update earlier in the month to just announce the news.

Development-wise, TACTICAL BANDITS was on track until we got the news for the announcement. Because of this, we will extend the development time by another month to make sure we got enough time to finish all aspects of TACTICAL BANDITS at the highest level possible.

For future updates, we will also create more visual updates so you can all see what kind of stuff we are working on. Right now, text updates are quite a long-read, and most people probably find them boring.

May 2023 Development Update

New Development Trailer



Check out the progress that has been made in the game since the last development trailer, which was around a year ago.

Laser Sight


After extensive testing, I have taken out the laser sight for mouse and keyboard players. This was mainly due to the slight offset from the screen cursor and what the laser sight was pointing at, causing some confusion when shooting.

The laser sight still remains for gamepad users. However, laser sight still is not implemented in multiplayer game modes because of how busy it would make the screens, so I am looking at different laser sight solutions for multiplayer game modes.

Singleplayer and Multiplayer Maps


Lots of progress on multiplayer and singleplayer levels. As of now, 8 competitive multiplayer maps are in the final stages of being tested, while another 4 are being worked on. With singleplayer, there are over 10 levels complete, with a further 40+ left to complete. This means there will be over 50 different levels for singleplayer.

Granted, in a single run, a player will only ever see 12 different levels maximum. This is due to how the game is designed with procedural generation and ensuring the player does not have to keep playing the same levels on every run.

I am going to start working on Horde and Challenge mode levels starting from next month.

VFX





New VFX to make important items help stand out during singleplayer and multiplayer matches. This includes items such as ammo boxes, med kits, fuel canisters, and loot (in Capture the Loot game mode).

New Look, Who This



New character art added for enemies and captured humans.

Numerous Fixes


A whole lot of fixes have gone into the game, some which are listed below:

  • New character arts
  • Rocket explosions are stronger and kill the shooter as well if he is within range
  • Multiplayer bots' reaction time slowed down so they don't feel like a terminator
  • Player aiming in multiplayer fixed
  • Zombies attack humans now
  • Camera is more stable and less jittery when walking


Summary


These past few months and upcoming months are just content generation has been going really well. The next step for this game is to get it into more hands to test it out, see what works, and what needs changing or fixing. This means TACTICAL BANDITS will be coming to some game festivals hopefully in the very near-future.

With level design for competitive multiplayer and singleplayer going smoothly, I am going to start designing horde levels this upcoming month. This will be an iterative process to see what works, what is required in a level, and what there should not be in a level.

Horde levels will be different to singleplayer and multiplayer levels because they will need to be larger, but not too large so all players can stay in view while playing. They will also need to accommodate the shop system for weapons and revivals, and be exciting to play on repeat playthroughs. I can imagine these levels will be the most difficult to design because all the features they require.


Source: https://lovepreet.com/2023/05/may-2023-update/

April 2023 Development Update

Player



A new look for the player

Updated Default Control Scheme


Even though TACTICAL BANDITS will have rebindable keys, I have changed the default controls of the game to be more user-friendly for first-time players. I have been developing the game close to 18 months now so I was used to the controls, but after letting various publishers test out the game, I started receiving similar feedback, one of them was with the controls. These new controls feel a lot more user-friendly, but I won't know for sure until I get the game in front of more people.

New Singleplayer Gamepad Controls


Singleplayer and multiplayer game modes both have slightly different controls, where in singleplayer a player moves a cursor on the screen to aim and in multiplayer the player aims in the direction of input.

So aiming in singleplayer mode while using a gamepad was moving a cursor on the screen, which felt unnatural to nearly everyone. This required me to rewrite the gamepad controls to be more like the multiplayer aim system, which is based on a traditional top-down shooter where the player aims in the direction of the input.

Rewriting the aim system for a gamepad wasn't hard part, but it was making sure the gamepad aim system in singleplayer was not inferior compared to the PC aiming system. I had to create a stronger aim assist for the gamepad and also...

Laser Sight



Primarily created for gamepad users in singleplayer mode so they can see what they are hitting in the distance. It also changes color depending on what the weapon is hitting (grey for nothing, red for something solid, and green for an enemy).

To make sure mouse and keyboard players did not feel left out, I put the laser sight for them as well. But I am not sure if that is a good thing or not, because players might think a bullet will go to the crosshair position, but it actually goes to the laser sight position. There is usually a difference between crosshair and laser sight positions while the player is aiming and rotating quickly. This will definitely require more testing before I decide on the fate of the laser sight for keyboard and mouse players.

Improved Bullet Detection


Not one many players will notice, but the bullet detection went through an update as well. It will now detect character hits much more reliable in close-combat situations. Before the update, bullets had a higher chance of colliding with environment props instead of hitting the character body part in close situation, due to how the checks were carried out.

The bullet detection was also updated to favor the player when shooting. This was done by making the bullet collide with the character body part when it is just slightly-off. The enemy shooting still requires precise hits before it counts as a hit, helping the player to survive for longer and feel better when they are in a shootout with enemies.

Updated Physics Destruction System



The physics destruction system was partially remade, primarily due to the dynamic destruction system was not playing well with console platforms, leading to inconsistent destruction and sometimes not even destroying anything at all.

I am now using a pre-destroyed system, where the object is already destroyed but not shown in the screen until its health runs out. This has made it faster and much less intensive of the system, and the difference is will be impossible to see for most players.

Updated Enemies


The enemies in singleplayer mode have started to feel too easy and not aware of their environment enough, so I decided to update them with a larger field of view and made them aware of dead bodies. This has created slightly smarter enemies who will react more realistically to the environment, instead of feeling like random bots that don't work together.

Multiplayer Maps









Singleplayer levels are taking longer than expected, but I am making much better progress on the multiplayer maps. There are currently 4 final multiplayer levels in the game, with another 8 being worked on at some stage.

Summary


Development of TACTICAL BANDITS is really going well, and it is still on track to be released early next year. Some of the things that were done this month that weren't mentioned included lots of minor bug fixes, which has continued to help make the game feel better from build to build.

The upcoming month I will be continuing on creating new levels for singleplayer and multiplayer game modes. I will also be looking at making the bots a bit slower and easier to kill for the player in multiplayer game modes, as they are currently much more difficult compared to singleplayer enemies.


Source: https://lovepreet.com/2023/04/april-2023-update/