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Click on the link for the full post with a picture.
Welcome to the State of the Game! New this week, AI no longer use the 'default' green colors. You can now tell who is actually on your team! Exciting stuff!
So I created a system that will assign each team a set of team colors, which can be a solid color or a camo pattern and colors. When AI spawn in, they will use the team colors. This will not affect human players, so you will still need to make sure you know who is on your team when you spawn. This change does affect the AI in arena mode, so it will be a festival of colors [and much easier to track down and revenge kill AI].
Also in the latest snapshot includes several balance tweaks to howitzers and a few other weapons. Full change list can be found here.
I have also been working on the next iteration of No Man's Pass. This will be the final whitebox version. Once I have that done, I will send the level to a contract to create custom models and while I wait on that I will implement the last features of the Commander update.
Well, that is everything for this week! See you next week!
Click on the link to see full post with a weapon camera picture with the rangefinder and CCTV effect.
After much pain and suffering, trying a grand total of 8 [EIGHT!] different methods of getting a better crosshair, I have successfully slayed the Unity beast and have created the 'Advanced Crosshair System'.
What is this and why does it matter? It's a system to have smart crosshairs, as before they were just static images. Now the can animate, they can move and react, and as you can see in the picture, they can display data. The crosshair is the picture the only one currently implemented and it is a indirect fire crosshair. It provides you with the exact range your shots will travel, very handy for dropping rounds on someone hiding behind a rock!
There were actually two snapshots this week, 0.5.20_11 and right after I released 0.5.20_12 which was a critical hotfix [I managed to make the new crosshairs work, but break all the old ones]. There are quite a few other changes in these snapshots as well. Most noticeable, you will see there is now a 'CCTV' effect on the weapon camera. This makes it feel much more noticeable when you are in weapon camera mode, adds some immersion, and acts as a minor counter balance to your increased zoom and accuracy.
Full Change list below:
Added a 'CCTV' effect to the weapon cameras
Fixed missing vents in the garage
Projectiles now do splash damage on direct hits
Decreased howie base damage
Increased Rocket start speed
Increased Rocket Max speed
Increased Rocket acceleration
Created Advanced Crosshair system
- Added 'Range Finder' crosshairs to howies and rockets
Fixed blurry text
Add cctv effect to flamethrowers
fixed null exception in weapons with normal crosshairs
That is it for this week! In the coming week I will be focusing back on the level design and fully whiteboxing out No Man's Pass V2 to prepare to send it out to outsourcing for final art. See you then!
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