Devlogs
insurrection progress report #3
DEADNETA downloadable game for Windows
Three months later, a new build is ready for you to play.
Before getting into changes, I’d like to address that development may slow down a little as a result of school starting back up - but hopefully it won’t be so serious it’d warrant me pausing development for a short while.
Without further ado, I’ll tell you about all the new things in this game.
- The Threat Level/Terrorlevel system is beginning to take shape; in the Endless arena, stronger enemies will spawn in according to how high your threat level has risen. The sky will also reflect these changes, with redder, brighter hues indicating just how much the machines want you dead.
- Performance has seen a drastic improvement; many elements of the game now generate less memory waste/garbage and have been made more efficient and less taxing on your system.
I’ve also gotten rid of many wastes of resources, ranging from cameras causing your system to render everything thrice, to a constant, slight degree of overdraw caused by my neglect to completely hide the parry ability’s flash overlay.
- Many balancing changes.
- Enemies now have a currently unseen “armor” stat, with your weapons having an “armor penetration” stat to go along with it. Enemies with higher armor (and you’ll know based on their appearances) will be more resistant to some wepaons than others, and vice versa.
- Changed the Headhunter’s model to that of my rendition of an SRR-61 Intervention. However, I’m considering switching it back to the old sighted AWP because its design is beginning to grow on me again.
- Many other changes, adjustments, etc. that I probably forgot to list or don’t remember
As always, stay tuned for more.
Be sure to fill out this hardware survey so I can narrow down this game’s minimum specs.
I hope you enjoy playing this new build of Insurrection.