Patch v0.12.0 is here!
Haaaaaaaappy Friday folks of mine! Today I'm really excited to announce v0.12.0 because it brings LOTS of goodies for us!
Let's jump into action, shall we?
Some people think Not Dead Yet is too easy; others think it's too hard. Balancing a game isn't an easy task, indeed, and that's why we are proud to announce the Hostility System.
Now, by beating the game, you unlock the Hostility Level 1 (Rookie). It adds one difficulty modifier to the game that will make things a little bit more complicated. Once you beat the game at this given Hostility Level, it'll unlock the next one, which will also add another difficulty modifier. But watch out: the modifiers stack. That said, if you are at Hostility 5, you're going to receive its own difficulty modifier plus all the previous ones.
It's worth mentioning this is an opt-in/opt-out functionality - you can simply ignore it if you don't want a more unwelcoming challenge.
Also, this is our first iteration towards this system, meaning it can (and probably will) be quite unbalanced. Our idea is to adjust it over the next few weeks so in no time we're going to have a smooth experience. And oh - it now only counts with 5 levels. Our plan is to scale it up to more levels (maybe 20?) and also give players extra rewards by beating them.
One thing that everybody likes are items, right? You click a button and something occurs. That's pure fun, especially when it comes to roguelikes where loot is pretty much everything.
From v0.12.0 and on, those types of items are now a reality and will bring more diversity in how you play Not Dead Yet.
This is our first iteration towards this system as well, so the catalog of possibilities is still quite scarce; in the long haul though, our idea is to release as many items as possible so players can go creative and beat the game the way they like the most.
To give you a glimpse of what has come:
[h2]New Perks[/h2]
We were inspired this week. Pretty much, we implemented a good load of Perks - and going further: we expanded our current Perks System to work with even more mechanics, making it easier for our team to build upcoming Perks. That to say: expect some good twists when it comes to synergies in the following weeks. :D
Now let's check what's new.
[h2]Other changes[/h2]
[h2]Bugfixes[/h2]
[h2]What's next?[/h2]
Phew - what a patch, huh? Well, we are excited about the next chapters - our aim is to fix bugs, of course, plus polishing current perks/items/statuses (balance, bugfixes, synergies, etc.), improve UI/player feedback, and most importantly: bring the most requested features our players want.
I believe our next major goal is to rework the entire Weapons System. This will be a challenging one - it's the core of Not Dead Yet after all -, but pretty rewarding. Everyone wants a more polished aiming/shooting experience, so yes - we are aware of that and consider it something we have as a high priority.
Anyways, we'll unveil more in the coming weeks. For now, we have to say we're pretty excited to hear from you what you think about the new goodies. I mean, we put our hearts into all of this and we expect you love it as much as we do!
Take care y'all & see you next week!
Gui.
Let's jump into action, shall we?
Introducing the Hostility System
Some people think Not Dead Yet is too easy; others think it's too hard. Balancing a game isn't an easy task, indeed, and that's why we are proud to announce the Hostility System.
Now, by beating the game, you unlock the Hostility Level 1 (Rookie). It adds one difficulty modifier to the game that will make things a little bit more complicated. Once you beat the game at this given Hostility Level, it'll unlock the next one, which will also add another difficulty modifier. But watch out: the modifiers stack. That said, if you are at Hostility 5, you're going to receive its own difficulty modifier plus all the previous ones.
It's worth mentioning this is an opt-in/opt-out functionality - you can simply ignore it if you don't want a more unwelcoming challenge.
Also, this is our first iteration towards this system, meaning it can (and probably will) be quite unbalanced. Our idea is to adjust it over the next few weeks so in no time we're going to have a smooth experience. And oh - it now only counts with 5 levels. Our plan is to scale it up to more levels (maybe 20?) and also give players extra rewards by beating them.
Activatable items are here!
One thing that everybody likes are items, right? You click a button and something occurs. That's pure fun, especially when it comes to roguelikes where loot is pretty much everything.
From v0.12.0 and on, those types of items are now a reality and will bring more diversity in how you play Not Dead Yet.
This is our first iteration towards this system as well, so the catalog of possibilities is still quite scarce; in the long haul though, our idea is to release as many items as possible so players can go creative and beat the game the way they like the most.
To give you a glimpse of what has come:
Icon
Name
Description
[h2]New Perks[/h2]
We were inspired this week. Pretty much, we implemented a good load of Perks - and going further: we expanded our current Perks System to work with even more mechanics, making it easier for our team to build upcoming Perks. That to say: expect some good twists when it comes to synergies in the following weeks. :D
Now let's check what's new.
Icon
Name
Description
[h2]Other changes[/h2]
- Added a Field of View slider so players can tweak how much they see;
- Added an FPS Limit setting;
- Added a VSync setting;
- Added filters to the Workbench;
- Added more SFX;
- 'Frag Grenade' now scales its damage with your character;
- Lots of tweaks.
[h2]Bugfixes[/h2]
- Fixed the impact area of the Toxic Zombie;
- Fixed timer not pausing when the game is paused;
- Fixed Perk 'Perfect Scraps' not always working;
- Fixed Ammo Box not giving the correct amount of ammo to entirely refill your primary and reserve clips;
[h2]What's next?[/h2]
Phew - what a patch, huh? Well, we are excited about the next chapters - our aim is to fix bugs, of course, plus polishing current perks/items/statuses (balance, bugfixes, synergies, etc.), improve UI/player feedback, and most importantly: bring the most requested features our players want.
I believe our next major goal is to rework the entire Weapons System. This will be a challenging one - it's the core of Not Dead Yet after all -, but pretty rewarding. Everyone wants a more polished aiming/shooting experience, so yes - we are aware of that and consider it something we have as a high priority.
Anyways, we'll unveil more in the coming weeks. For now, we have to say we're pretty excited to hear from you what you think about the new goodies. I mean, we put our hearts into all of this and we expect you love it as much as we do!
Take care y'all & see you next week!
Gui.