Posted August 18, 2025 by Sanlo
Remember when I said that I was going to work on gun genetics, performance issues and bugfixes? I lied
This updates focus heavily on 3 key aspects:
These 3 items are quite impactful for the whole project. The main one it the third one:
Right after finishing the last update, I noticed that, by mistake, I left a function enabled to test guns being fired from the free-roaming Hoopz (outside turn-based combat). Weirdly enough, it was pretty fun running around shooting stuff.
"With a more agile playstyle, faster rolling and way more ammo, the old combat would probably be fun" I thought. So, that's what I did, I've added real time combat to the game!
This decision was quite costly and made me rework on how turn-based and free-roaming hoopz works, leading to a improved codebase (I think).
There's still A LOT of stuff missing, but sure is a step forward.
The first 2 items are very similar. I finished converting all the TNN rooms to Godot, along with some cutscenes and special events. Stuff like the RebelBase interactions, BootyBass club and Lugner quest are unfinished and mostly untested.
The sewer was a bit more challenging. I had to convert a lot of assets and figure out how to handle bullet casing falling in water and decide if I was going to add any new enemy in this update. The main hardship on adding new enemies is the AI system (that doesn't work yet). For now, only the "Dark Rat" was added, since all it does is follow the player and explode.
I Tried to add the "Cat Fish (Small)" enemy, but its advanced AI was too complex for me, right now.
I also tried to add a few "Light2D" nodes, just for fun, in some sections of the sewer system.
2025-08-18.1 Changelog:
2025-08-18.0 Changelog:
Small demo for this update:
Very important: