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Changelog v24-12-14

The Null Doctrine
A downloadable game for Windows, macOS, and Linux

Although it doesn't seem like it, this update contains a lot of work on the underlying structure of the game. I think it might be close to a complete foundation now (famous last words, I know).

A mid-stage save from previous versions is likely incompatible; if you have one, restart the stage from stage select instead of continuing it.

  • Removed the Factory level; I want to make some changes
  • Nightclub features more civilians
  • Added alternative ending to Nightclub
  • The final dialogue of the prologue doesn't get skipped anymore
  • The prologue cutscene is substantially longer
  • Sentinels have entirely new models; Omen's models have been updated too, though the changes are less drastic
  • The Sentinels in the prologue no longer bark
  • Slightly altered the Vindicator Laser Pistol model
  • Enemies always turn to look at diversions (e.g. sounds) as long as they aren't in combat or holding position
  • Tweaked the civilian decision-making to make them a bit more cowardly in the face of danger
  • Civilians and hostiles have different barks
  • Shotgun shells are visibly ejected
  • Sprint no longer goes on cooldown as long as it's used when not Suppressed
  • Omen can vault over low obstacles
  • When using abilities that spin a target, the arrow at their feet turns with them
  • [New Primary] Beholder Laser Rifle
    • Shoots a beam that penetrates Units and bounces off walls, dealing 5/3/2/1/1 DMG on each hit (each subsequent Unit hit takes less DMG)
    • 2-turn cooldown
    • Currently only available using the option to unlock all loadout items
  • The Chain Hook is now only available using the option to unlock all loadout items; it'll make its return in a future stage
  • Added tutorial hints that show up to explain non-obvious mechanics when you first encounter them
    • Currently just one for enemy movement reduction and one for stance locking
    • Hints can be disabled in the options menu; there's also a "disable all hints" button on each hint
  • Projectile effects (coin, shotgun shells, Paladin ejection, etc) get their shaders built during the loading screen as intended
  • Several dialogue changes
  • Omen's portrait depicts her wearing her helmet during mid-mission dialogue
  • Characters in story stages no longer uncannily breathe in perfect sync
  • Duncan's van's engine makes sound
  • Minor tweaks to a lot of animations
  • The loadout menu features 3D vignettes in the background
  • The back side of the arrow that indicates entity selection has been removed to make its forward direction more clear
  • 3D markers (e.g. the exfiltration symbol) no longer attempt to avoid overlapping with the ability bar
  • Markers more accurately pin themselves to their appropriate 3D locations
  • Added option to show objective markers; either none, exfil (default), or all
  • Added option to show only required conversation markers
  • Added option to set the max number of simultaneous barks
  • Made some optimizations about what gets loaded and when
  • The current song plays from its beginning when increasing the music volume from zero
  • World sounds fade in on load, rather than playing suddenly
  • Fixed music cutting itself off too early under specific conditions
  • Fixed transparent materials (such as glass) not becoming desaturated upon death (this seems like a simple change - but it was not!)
  • Fixed a freeze that would occur when standing against a wall and aiming a bounce weapon towards it at a perfect 90-degree angle
  • Fixed the mist pain flash sometimes persisting beyond the initial flash
  • Fixed the mist death color persisting into other menus when exiting while dead
  • Several fixes and improvements to the cutscene skipping logic
  • Upgraded to Godot v4.3

Files

  • The Null Doctrine Alpha (Windows) 92 MB
    Dec 14, 2024
  • The Null Doctrine Alpha (Linux) 86 MB
    Dec 14, 2024
  • The Null Doctrine Alpha (macOS).zip 113 MB
    Dec 14, 2024
Download The Null Doctrine
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