The new demo of Void Scout is coming soon, which will have almost all the core gameplay features planned for the final game!
v0.22 dev notes so far
* Shuttle scene added between missions
* Mission selection added
* Individual weapon and enemy options set up for each mission
* When out of combat, movement is not restricted by turn sequence
* When an enemy detects the player, (turn-based) combat mode will start and indicators will make it clear this has happened
* Weapon and enemy types are now gradually unlocked through a mission rather than in a completely random way
* Enemy alert indicators will stay visible until they first move
* Movement indicators made more clear and partially visible behind furniture
* Movement indicators hidden out of combat (allowing darkness and atmospherics to be effective)
* Mouse/touch position now shows feedback on allowed actions (e.g. move/attack options) to make gameplay more intuitive
* New enemy, weapon and previous mission log in the shuttle allows you to understand your enemies and weapons, and track your progress
* New robot enemy types
* New chonker (double size) enemy types
* Improved enemy pathfinding and decision making
* Enemies will avoid friendly fire sometimes - the smarter the enemy, the more it will avoid it
* New weapon system, player is able to carry 2 weapons at once and swap them with found weapons
* New ammo system implemented - up to 4 ammo types may appear in any given mission, out of 14 possibilities, with each ammo having 2 matched weapons (including many news weapons!)
* UI moved to be more icon-oriented and less language-dependent
* Weapon rebalancing
As you can see, there are tons of additions and improvements in the coming release!
https://twitter.com/voidscoutgame/status/1769899030752985256
I put clips like that of gameplay and new features out on X fairly often, you can see them here:
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