With the last update I upgraded the Unity version, which introduced a small change in a specific aspect of the physics system which I haven't noticed, and affected the way elevators work. Should be fixed now!
As I've explained in the forum, I'm including 3 new skills/upgrades in this hotfix, so you have another reason to update the game ;)
Thanks for the feedback!
What we are working on #4
Hey everyone!
I hope you are enjoying the last update which, once again, lowered a bit the difficulty of the game. This time, in several ways: more health per level gained, the health-vending machine in the mall, and a new "easy" mode selectable from the start. And maybe some side effects of the update also help indirectly.
Current work: this time I cannot show any GIFs, as I'm investing more time in coding "systems". There will be new skills and upgrades (3 more are coming in the next update, at least), and finally the player customization + meta-progression systems, which include these tasks:
Build the systems for the meta-score/progression (what actions grant points)
Store the player's progress
Add an UI to configure the initial setup
Explaining to you, the players, how this works, in the game
Notifying when new progress unlocks customization options
Points 1 and 2 are the easiest, with much of the work behind already done. Working on the UI is always a tricky task, as well as explaining everything in a proper way. Thus, I think this update will take another 2 weeks again. If I see it appropriate, I may deploy a #3.5 update before the #4, with minor changes, or any hotfix suitable.
I keep checking the forum to see if anyone finds anything urgent that needs to be taken care of -bugs, mainly- or suggestions, so leave any comments you want ;)
Thank you!
Update #3 - Carrying things
The update was taking too long due to some problems regarding the UI (I've had to hunt some usability bugs), so I couldn't add new items to carry but the gas cylinder. But they will come soon, don't worry ;)
Summary: new mechanic and changes to make it easier for everyone!
(Note: rb = requested by, in case that update came from user's feedback)
New
Carry objects around: players can now grab some items and move them over the level
New "easy" mode selectable at start: players start with improved gun and more health
Health vending machines appear in the "beers" level
Updates & improvements
Entrances for enemies are easier to spot (rb the cat)
Help menu explains about the invincibility and carrying things
The tutorial no longer needs to be played (hotfix)
Player's health increases even more with each level up
Input remapping reworked
Flamethrower balanced, as it was extremely overpowered combined with the "rage" damage modifier
Fixed radiactive drops not "falling" on the elevator as expected (rb Nazsgull)
Elevators opens the doors always, instead of just opening one of them sometimes
Some UI elements lose the focus when dealing with submenus, like the "remember perk" menu (rb Trapdoorbeaver) (hotfix)
Subtle fixes in english translation
Fixed a problem that caused the Stringer enemy to get stuck in an animation loop so often
IRS building's roof now can be accessed and exited without getting trapped there
Reviving your team mate while fighting the Vicious Volt created a clone of that boss (yes, it did!)
Fixed some trailing/ghosting effects not being recycled as needed
Thanks to everyone in the community for their support with comments and feedback.
As the "carry" mechanic is new, any comments or ideas about more items to carry are appreciated
What we are working on #3
Hi everyone,
We are working on a new mechanic -carrying things across the level. It is a minor addition that will provide new strategies in some levels. We still need to add some elements than can be carried, but right now the current development version allows to carry some gas cylinders.
There has been feedback regarding both input management and difficulty. Controllers management is getting progressively fixed and improved. Difficulty will have another minor update for the next version: players will get more health each time they level up. Also, we are working on an difficulty selector, so it will make it easier to make some progress.
There still more work ongoing: we are still adding some progress towards major mechanics regarding player's "meta-progression" and some new enemies (design and sprite edition right now). New enemies are still in an early development stage, but here is the first version of two of them (upscaled):
Thanks to everyone for the feedback and support!
Hotfix - No need to play the tutorial
Hi everyone,
This is the first announcement for a hotfix -although in fact the second hotfix, after a problem with the tutorial in the first update-
Just after working a bit on it, now you won't need to play the tutorial to start playing the regular game. Still, the "Tutorial" option will be the one selected by default in case you haven't played it OR you haven't passed the first level. So, as soon as you reach the the top down level, the tutorial stops being the default option.
Hopefully, this eases the "pain" introduced in the last update when I made a change in the internal structure of the saved data.
Warning: your saved stats will be lost (not used in the current version). The only nuance right now is that you will need to play the short tutorial again to unlock the regular game mode.
The new CRT/retro image effect is highly customizable, so play with it and share some screenshots ;). You can switch among different presets (by default the effect is subtle), or configure any of the individual parameters.
I've added different textures to choose from, so you can mix them to get the vibe from your old TV. It does not pretend to be realistic, but sure brings long-forgotten memories back.
(Note: rb = requested by, in case that update came from user's feedback)
New
Two more weapons: flamethrower (Kremator 2000) and electric gun (taser gun)
CRT/retro shader, with options menu to tune and disable it (Menu under Graphics -> Retro/CRT effect settings)
Option to shut off the controller's vibration (rb Tyler Zeta)
Some enemies may drop health/beers. Probability is roughly the same as dropping a shotgun
Updates & improvements
Preferences and stats saved are stored in a different, shorter format, generating smaller files faster to read
Some enemies' walking/moving animations have been updated, to reflect the enemies clumsily walking (infecteds) or leaping (bulldogbies)
Damage messages stack up the damage received/done, so it is easier to check how much damage is being done
Blood emitted with each hit depends on the damage (~ more damage = more blood)
Stringer and Ripper updated to be a bit less dangerous (rb Eflosten)
Some few enemies are sensible to electric shocks, getting more damage from electric weapons
Level scores readjusted; now it is harder to get the "Apocalyptic" score
Bugfixes
Shadows are not drawn so dark when they are projected over deeper elements
Shooting at the limits of the city (top-down) hit an invisible wall (rb Nazsgull)
Thanks to everyone in the community for their support with comments and feedback.
What we are working on #2
Hi everyone,
After the first quick update with mist & some bug fixes and minor improvements, we are working with more feedback from the community while adding some new content of our own.
The next update will include 2 new weapons (flamethrower and a taser-like gun). Also, the walk cycle of some enemies have been modified: instead of walking at a constant pace, some of them stumble across the levels, better representing the way they move (see GIF).
Added to that, we are balancing the level results' scores (too high for single player), a retro/CRT effect, and few more things. We can expect to have the new update for the next week, although maybe the update is separated, so some of the new content arrives earlier, this week.
The first long term content we are working on is the customization system -a system that will allow players to gain some experience and modify their character so they can start with new skills and some disadvantages to compensate. The system itself is working, but we need to work on the UI, and the player's experience management. There is no estimated date for this content, but we will keep posting news over the progress.
Thanks to everyone for the feedback and support!
Update # 1 - Mist & more
We have added a new feature that adds to the overall feeling of danger as you get into the city, as well as improving the tutorial
(Note: rb = requested by, in case that update came from user's feedback)
New
Added a mist (as a "fog of war") in the top-down view, that gets thicker the deeper you get into the city
Help menu added to show how to play in both modes (side, top down) and mechanics
Added basic in-game help about using the vehicle (rb Nazsgull)
Updates & improvements
Tutorial shows a bit more information regarding how to throw grenades and how to switch weapons (rb Nazsgull)
Bigger enemies and some buildings in top-down level had their health lowered, to compensate for the mist
Some tiles in the hospital floors and side walls have been subtly modified to add slight variations
Default music and FX volume starts at 70% instead of 100% (only for new players) (rb Nazsgull)
Top-down camera has closer zoom
Store items have their price in red if the player has not enough money
Bugfixes
Player individual score in the Hospital has been fixed: now should report the proper values
Trying to climb ladders under some very specific conditions no longer produces an error
'Use' button help is being shown in the elevator buttons
Elevators in IRS building now stop at some floors that they didn't before, so now they will not leave you "trapped"
Removed persisting audio after destroying the Electric Field
Next update will probably include a review of every level score's, as they are rather high right now. It may be used for a future character customization system (skills and initial equipment), still in really eary stage. Also, more bug fixes and little improvements where we can.
Thanks to everyone in the community for their support with comments and feedback.
Working with the feedback
Hi everyone,
This week is starting a bit busy, with some new things that we want to add, some others that we want to fix. Nothing final, but we are dealing with some of the feedback from the community (tutorial, help) and something new for the top-down view: a thick mist over the city that will get things more interesting and challenging.