That’s right, 105 hours of work in this new update ..give or take a day. And that’s mostly the reason I haven’t been updating the Patron version or this devlog: because I’ve been adding so much stuff in recent weeks that I also introduced a bunch of bugs that needed fixing at every turn before I could push something stable!
But this is that stable build! .. more or less. Now let’s see what the main highlights are in recent weeks. First there’s a complete redesign in the mission / game structure. I pretty much removed the mission screen, and replaced it with a shorter/faster overview of the 3 missions you have to do in the current world before you can move towards the next one.
I really like the flow of this a lot more than having to pick what to do next. It also allowed me to add more replay value to the game by now simply picking a set amount of missions from the growing pool of missions, so that you end up with a new set of missions every time you play.
On that note, I added new mission types! There are now informants you can contact, there are generals you need to abduct, and a bunch of other smaller missions thrown in. I’m basically turning every fun feature in the game into some sort of mission where ever I can.
Besides missions there are a handful of new items to find and use, a bunch of new Pop-up shops, and you can now find out more info on your items by checking the inventory screen.
Anyway, grab the Patreon build if you are a Patron by following this link, or Wishlist the game and come hang out in Discord.gg/Orangepixel to get a chance of playing the public-beta version that I’m now slowly moving towards!
Full change list:
added: Complete redesign of mission structure / game-progression
added: new item – Army uniform disguise
added: new item – Gold bars(translates to X amount of coins)
added: sound and music now gets softer if you enter ventilationshafts
added: single shot or thrown items at a camera will disable them for a few seconds (without raising alarms.. unless you destroy them)
added: dust particles when ledge-climbing
added: variation in daylight and rain world-graphics
added: new item – Dracula Tooth
added: new shop – Count D Coffins
added: new shop – Clothing
added: Informants now carry briefcases
added: Briefcase melee weapon
added: passive-item info to the inventory screen (boots/helmets/ etc )
added: Building-door should check if player is carrying General (or if general-body is in the building) – before exiting
added: show “base weapons” on the char-select screen
added: new mission type – cut down crates
added: make player “operator” door (look at it, like with cages)
added: scenery improvements
added: improved graphics in various overworlds
Changes and fixes:
fixed: bombs don’t explode on touch
fixed: player sometimes in sneak-mode when moving left (not right) and no reason for it to go into sneak-mode
fixed: bow+wand can still spawn (should never happen) same for predator-helmet
fixed: small bugs with enemies+avatars head direction when looking at you
fixed: improved building generator
fixed: items inside vents still spawn/drop outside vents (if not picking them up inside vent)
fixed: fences in Amazon world are corrupted after entering building and returning
fixed: tiny destroyable scenery now also trigger noises (can be used for/against you)
fixed: lots of destroyable scenery like bottles/small tables isn’t being generated anymore
fixed: item placement in some pop-up stores
fixed: abducted-general at the_Chopper is vanishing too soon (collision detect at door)
fixed: general should be dropped when entering vents
fixed: general should hide if player hides
fixed: some shop-owners start floating in the air when entering building
fixed: player can be killed in chopper (make invinceable)
fixed: checking passive items, puts them in your hand when exiting inventory
fixed: completing missions doesn’t move to next world
fixed: elixer isn’t “passive” ?
fixed: smashing camera doesn’t make sound (add a CLUNKC)
fixed: soldiers still shoot at player when already dead
fixed: building door should check for “briefcase”
fixed: general body is dumped at chopper when completing mission
fixed: end-chopper thinks we didnt give general or briefcase (we did both)
fixed: improved enemy capability of chasing you
fixed: removed some info-prompts from the screen.. making it look cleaner
fixed: made enemies shoot-speed slower on early levels
fixed: improved response of enemies chasing rocks/balls/etc
fixed: disabled cameras shouldn’t be “Target” in auto-aiming
fixed: extra cranes (for misison) should be generated from right-side of the world backwards.. Also do more test on empty-ness of the area
fixed: added extra code to fix positioning bugs on level-start/building-start
fixed: some “Crane-drums” are “unstuck” and thus not positioned correctly underneath crane
fixed: chopper should check for general/briefcase mission
fixed: briefcase stays with player after exiting level
fixed: alarm shouldn’t trigger/happen in special worlds
fixed: Speed up level generator for Amazon + Arctic
fixed: item in hand doesn’t “hide” with player
fixed: 2nd building won’t have general spawning in it.. but door still thinks we need to bring it to exit
fixed: if taken general out of building 1, then entering building 2 – gives us a 2nd general