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0.2.3 - miniLAW : Unhinged Edition!

JANUARY 2 - >:3 GARY

Additions

Doors and what they do

  • All attacks (exploding rounds count!) that can damage doors can now knock them off their hinges if sufficient damage is caused before the door opens. This generates a verlet door that can collide with enemies and at sufficiently high velocities it can knock down, ko, or even kill an enemy.





  • Added 4 new doors: wood with bars, metal, deco, and reinforced wood. Updated the existing door sprites to work with the new Doors Unhinged™ system.


Screams of your enemy, and other sounds
  • 37 new pain/death sounds, all recorded by secret Lasso Games employees.
  • Added 40 new scream sounds, which get triggered when an enemy is ko-ed and falls a long distance or is knocked back at high horizontal speeds.
  • All npcs choose between two sound sets for death/pain now. Death sounds will get cut off completely if an npc is past a certain health threshold, or if their head region has been too damaged.
  • New set of sounds that play when the constable rises from defibrillation.
  • Casing environment interaction sounds modified by the speed at which they impact.
  • Several new sounds for player melee.
  • More ricochet variety via additional sounds
  • Layered more machine noises into most of the player made servo noises, changed them to higher quality and stereo.
  • More distinct player block sounds: now all player blocking should be accompanied by a 'bink' sound effect.
  • New series of "clink" and "clank" noises for metal debris hitting the terrain.
  • Pitched down some player melee hits.
  • Elbow based melee moves now generates a wonderful 'bink' sound on contact.
  • Reworked how enemy to playerteam melee and gun hit connect sounds get generated.
  • Updated sound credits text file.

Everything Else
  • Updated platforming level HUD to add clarity; information popups draw smaller, and some elements are moved further to the edge of the screen, health bar is taller for added readability. Compressed the pickups indications to be smaller and grouped more tightly.
    New HUD:

    Old HUD for comparison:

  • Retooled all enemy reload cycles. Reloading doesn't operate on a timer anymore and remains incomplete until the animation is cycled, so you can now interrupt an enemy's reload reliably. Edited animations to read more easily to telegraph the stage of the reloads and in some cases just be slightly longer so you have time to react.
  • Greatly improved functionality of 'feel no pain' perk (from augments) and extended the functionality to high armor defense levels (makes enemy weapon 'stopping power' more of a consideration based on your current suit armor value.); while taking damage you can continue to perform many normal actions, like walking, running, or performing melee moves.
  • Player grab hit-box range increased to make it easier to land on people who are only slightly in front of you.
  • New wall mounted medkit object.
  • Revamped the physics of all the particles (blood, concrete chunks, wood, glass, etc.) to look way smoother and prefrom more efficiently.
  • Updated blood splatter production to be more realistic: more directionality
    to gunfire hits, less blood but within a tighter splatter.
  • Replaced previous instances of your constable id with a readout of which trait you have, along with an icon for that trait.

  • Added variation to sparks for more ZZZZZ, sparks also look less blobby when they occur in a dark area.
  • Updated explosions scripts to properly interact with friendly npcs death and ragdolls states and surrendered enemy states.
  • Increased fidelity of all verlet object to environment collisions for slightly increased cost, keeps all objects (including doors) from clipping into the ground at high velocities better.
  • Updated ragdolls to be less "sticky" when interacting with surfaces.
  • You can now sell your default 6.3mm ammo to miniFACT.
  • Added more wall pipes and a series of construction tiles and distributed
    them where relevant.
  • Street signs no longer get light info/draw themselves if they are off screen, increases performance by a bit.
  • Updated the animation for post defibrillation into standing and adjusted the screen shake during defibrillation .
  • Multiple touch-ups to various Constable sprites and intro slides.

Bug Fixes

  • Corrected math in player reload frame calculation, animation should sync up and properly start with player's reload cycle, speeding up with player's gun skill.
  • Only enemies who sight you and intend on following you while you engage a door action can properly lock on now; applies to npc characters as well. Once a character is 'in a stairwell' they cannot be engaged or locked onto by their enemies. (No more x-ray vision bad guys.)
  • Civilians now register ledges and will turn from them like enemies do when they are unaggroed.
  • Fixed a bug when characters were interacting with windows while moving through vertical stairways.
  • Reworked player airborne animation controls; jump animations properly transition momentarily to airborne animation, which then transitions to drop. Extra controls make improved jump animations not interfere with wall cling frames.
  • Slight adjustment to crouch mechanism makes the animation and clipping more accurate, letting you finally teabag the hell out of people.
  • Reworked how jump timers work so that it no longer interferes with crouching after jumping.
  • Fixes to player jump animation control not triggering or progressing properly, should start at frame zero and animate at the correct speed now.
  • Streamlined "three point landing" script so you can't glitch cancel out of it as easily.
  • Verlet objects will now properly interact with panes of glass, damaging and breaking them at sufficient speeds.
  • Minor change to keep minilaw guard attack from rapid fire whiffing, resulting in glitch sound production