You Can(Not) Survive v 0.59.1223 Early Access 2 Alpha(wip)
2019-12-23 [v 0.59.1223 Early Access 2 Alpha(wip)] ! Update : Continue button in main menu, now have hint message ! Update : Disassemble slot now have background image ! Update : Stack separation dialog now with hints • Bug fixes : 1px unhided corner on full screen windows removed • Bug fixes : Sharing bullets now work with empty weapons • Bug fixes : +- bullets and wrong color • Bug fixes : ! and ? have wrong align on level loading • Bug fixes : Shoot on AI command and Quest giver dialogue • Bug fixes : Weapon not visible in inventory menu • Bug fixes : Weapon cursor X hided by trees
You Can(Not) Survive v 0.59.1222 Early Access 2 Alpha(wip)
2019-12-22 [v 0.59.1222 Early Access 2 Alpha(wip)] ! Update : All VFX of weapons updated
You Can(Not) Survive v 0.59.1221 Early Access 2 Alpha(wip)
2019-12-21 [v 0.59.1221 Early Access 2 Alpha(wip)] • Bug fixes : Disassemble items in personal box now will destroy item • Bug fixes : Fixed "Pacifist" bug, when after restart game all comrades will become pacifists • Bug fixes : Dialogs in main menu constrained to canvas
You Can(Not) Survive v 0.59.1219 Early Access 2 Alpha(wip)
You Can(Not) Survive v 0.59.1217 Early Access 2 Alpha(wip)
2019-12-17 [v 0.59.1217 Early Access 2 Alpha(wip)] + Added new "Enemy tracking system" aka aiming helper ! Update : Camera changed to progressive (something middle between perspective and orthographic) + Added new cursor line that reflected current bullets count in weapon patrons holder
You Can(Not) Survive v 0.59.1216 Early Access 2 Alpha(wip)
2019-12-16 [v 0.59.1216 Early Access 2 Alpha(wip)]
! Update : Camera changed to orthographic ! Update : Disabled mesh hiding optimization, because it cause visualization errors on ultra-wide screens ! Update : Changed Grenade sound ! Update : Changed Grenade particle systems ! Update : Blood Decals and Blood particles now has equivalent color (and can be changed in future)
• Bug fixes : Minimap markers does not deleted some times after zombie killed • Bug fixes : Weapon bullets fix (double bullets) • Bug fixes : Weapon bullets capsules fix (not exist)
You Can(Not) Survive v 0.59.1215 Early Access 2 Alpha(wip)
2019-12-12 [v 0.59.1212 Early Access 2 Alpha(wip)]
! Update : Binded keys visualization on UI ! Update : New weapons panel ! Update : Character dialog visual changes ! Update : MORE blood! ! Update : AI humanization - Now AI aim to enemies alike player (have continues rotation time, now AI not "imba" =) )
[timings for Debug build, with 2.2Ghz CPU cores x4 Memory channels] !Optimizations : Enemies detection algorithm changed (lower physics core interaction -5ms/frame CPU Usage) !Optimizations : UI updates (lower memory allocation interaction -5ms/frame CPU Usage) !Optimizations : Player troops detection algoritm changed (lower physics core interaction -10ms/frame CPU Usage) !Optimizations : Long distance objects hiding (-5ms/frame CPU Usage) !Optimizations : Decals optimizations (lower physics core interaction -10ms/frame CPU Usage(more decals -> more usage)) !Optimizations : Canvases separation (lower UI overhead on update -10ms/frame CPU Usage(on interface changes))
+ Added Teammate "NO Bullets!" visual icon in world + Added "Player Damage receive" sounds + Added "Player low HP" sound + Added question and exclamation marks on minimap for quest objects + Added Minimap background image + Added "Boss healths bar" - visible over boss head + Added "Boss highlighting" - now all bosses has visual auras + Added Personal box audio + Added Disassemble slot audio + Added Most of items audio
• Bug fixes : Decals can break shooting • Bug fixes : Any times player shooting can self lock • Bug fixes : Personal box interaction limited to 5 meters • Bug fixes : Quest givers interaction limited to 5 meters • Bug fixes : Repaired end game message • Bug fixes : "Unequipping weapon remove bullets from active weapon"
• Bug fixes : Now AI not pushing player unit away
Boss HP bar and highlighting
Bosses are difficult to recognize, so I modified their visual design.
Working on more bloody effects
Optimization in process
Some times results can be funny:
Nothing unusual, just "sounds" running through the forest