Howdy! I hope you're all having a good weekend, and if you're in the mood for some MONSTRUOUS testing, today I'm launching the V5.0.6 Pre-Alpha build for your enjoyment!
I'm still working on Pre-Production and Design (almost finished this Sprint!), but I'm setting myself the objective for every Friday to fix bugs and produce a playable build (and launching the build around Saturday). I can't ensure you guys will get these builds every Saturday, since sometimes I test these builds with the team, and sometimes I'm focusing on bug-fixing or restructuring old systems, but when interesting playable builds arise (new content or mechanic), I'll of course share them here!
So, what's new with this version?
Fixed monsters leaving bulletholes instead of splotches when hitting the wall (Reworked Impact Manager for it to be a more scalable system)
Physics-props! You can grab or drag, or throw it at a monster to slow it down! Has its unique testing map.
The Unreal Crash Reporter now works and sends the crash and its details directly to me (TheWarTank), so long as you decide to send it!
Yep, not such a big update, mostly I've also been working in upgrading the existing structure, which is not visible to the player... like the more modular structure I've made for enemies' Behavior Trees (using "Run Behavior Tree" nodes inside Behavior Trees, which is something I didn't previously know, and allows a lot more scalability!)
As for the Items / Weapons, it's going great! We now have a list of more than 30 weapon types, with some really unique ones; and more than 25 items.
Here's a preview of some of the weapons we've ideated:
The Judas Culture (Tier 3, throwable): "Covers an enemy in "Special Pheromones." Nearby Liquimorphs immediately turn hostile and attack the coated target. Risk: If you miss and hit a wall near you, you become the priority target."
Security Truncheon (Tier 1, melee): Very fast. Low damage. Low Stamina Cost: Allows for sustained beatdowns without tiring C13 out.
Aegis Shock Baton (Tier 2, melee): Moderate damage. Stun Effect: Chance to paralyze unarmored Liquimorphs for 2 seconds. Battery recharges slowly.
Resonance Fork (Tier 3, long-ranged melee): Effect: Emits a sonic frequency that destabilizes liquid.Hit: Causes Liquimorphs to lose cohesion (they melt into puddles temporarily). They can't attack, but they can still slide toward you.
The "Dissonance" Emitter (Tier 3, gun): Effect: Fires a cone of "Anti-Hive" frequency.Reaction: It doesn't kill them. It Severs the Hive connection. Liquimorphs stop attacking and start holding their heads/faces in confusion.
Aegis "Viper" PDW (Tier 1, gun): Huge magazine (50 rounds). Low recoil.Very low damage per bullet. It eats ammo.
Aegis "Scorpion" Compact 12 Gauge Shotgun (Tier 4, gun): High stopping power in a small package. Faster reload than the older Remington model. Uses 12 gauge shells.
And much more! (And some that I don't want to spoil just yet..)
After Pre-Production, I will enter the Production stage and make the needed mechanics, enemies, items, weapons, then the levels, since NOW those design questions haven been mostly resolved. I'll also start prototyping the levels at that stage.
Anywho, I'm very close to finishing my current Sprint for this month for Enemies, Items / Weapons List and Map Types... all resolved! Just need to connect them all to make a cohesive whole.
Also, if you have any ideas for Enemies, Items or Weapons, please leave it in the comments or in the Discord server and I'll consider adding them :)
Thanks again for supporting me along the way, progress is coming along very nicely! :D