Posted May 02, 2024 by sp1r1t_d1tch
#new_patch
Hello everyone!
This is
the largest update so far since the game has been made public and it
also converts the demo into what can be considered a feature
complete build of the first level of the game.
It took a
while but I can now start mainly focusing on the development of the
second level and the likely commercial release upon it’s
completion.
Alongside the new gameplay features, this
update also includes tons of code-refactoring improvements to ensure
the production of future content moving forward becomes more
efficient, since this is a solo-project, workflow enhancements will
always take top priority.
Below are the list of changes
this patch brings!
The entire saving and loading of data has been overhauled:
The loading of sub-areas
inside the main level is now multi-threaded which highly reduces
the chance of stuttering issues occurring when new areas are
required to load.
Saving is now also
multi-threaded.
Upon dying, the level is no
longer required to be reloaded from scratch to ensure gameplay
stability:
The game screen will now fade out; the player
will respawn and gameplay will resume seamlessly, this improvement
also means that the changes in the world like enemy wounds, corpses
and blood stains will remain during the entire play session.
The “Nightmare” puzzle
difficulty has now been added to the demo, completing the set of all
possible 12 combat and puzzle difficulty variations intended to be
in the game.
The close combat system has been added to the game with two new weapons you can find in the main level.
It’s a very rudimentary
system that consists of light and heavy attacks, and blocking with
the weapon equipped.
All three actions consume
large amounts of stamina in varying degrees, and deplete the
durability of the weapon per interaction (meaning you won’t lose
durability if you hit the air)
The durability of an item can
be viewed on the inventory screen.
The enemy poise system has been reworked:
Staggering an enemy before
was only possible through headshots (chance based critical
attacks), it now works using a threshold value that once depleted
will trigger the stagger animation, you can deplete it with all
manner of attacks but the bias is in favor of critical and heavy
attacks.
Added the ability to consume
regenerative items in real-time without accessing the inventory
screen; an icon on the bottom-right of the hud will appear when
selecting different consumables
(make sure to hold the
consumable button to activate the healing action.)
Added a post-process visual
effect to better indicate when the player gains new lives or loses
them upon death.
The game now pauses properly
when the Steam overlay is called.
The game will now pause if it
detects a controller has been disconnected.
AI improvements:
An AI director that
coordinates all the active AI in the game has been implemented.
Enemies are now able to perceive each other and react in different ways depending on the context:
Enemies will now better
spread out across the map since they always take into account the
position and movement goals of other enemies that they are aware
of.
The AI is now able to react
to the awareness level of other perceived AI, meaning that they
will enter a hostile state if they see another hostile AI, or
enter search mode if they see or hear another AI in search state.
Enemies will now coordinate
to better surround the player instead of blindly all moving on the
shortest path towards the player.
The AI is no longer allowed
to roam too close to choke points like doors that the player must
to go through to exit certain areas, in most cases they also
represent blind spots where the player is made unfairly vulnerable
because of the design of the camera system.
The vision and hearing ranges
of enemies have been reduced to compensate for their improved AI.
The player no longer has to
wait for UI menus to finish fading in or out to receive back
control, this was mainly an issue with the inventory UI, but other
interfaces were affected by this as well.
Replaced the handgun model
with another one of higher fidelity.
Added new scene assets.
Fixed a rare bug where enemies
attacking you with both arms would trigger an unintended double hit.
The entire input system of the
game has been migrated to an improved Unreal Engine 5
implementation, keybinding customization will be temporarily
disabled until the transition is fully implemented.