Hey everyone!
Now that the controller support update is finished, I thought I'd talk about what to expect of future updates for Intravenous.
Before I do, however, I'd like to remind you folks that I essentially lost an entire month worth of progress due to a lot of things happening back in August. If it wasn't for the things that happened back then, you would have seen update 1.2 back in October.
Going into the second half of December, life's going to get rather busy for me once more, so I think the next big update will be released sometime in January of 2022.
That's life!
More gameplay mutators
Remember that one "Auto-grab ammo" checkbox in the new game/load level menus? That's what I call a "difficulty mutator".
I wanted to add several before shipping version 1.0, but just couldn't come up with any. (creative block, ahoy!)
I've been throwing ideas around, and so far I've got a few ideas for a couple of these mutators.
One of these would be a magazine system - weapons would use magazines instead of just having an ammo pool, and you'd have to fill each magazine with rounds manually. This is actually a feature I was thinking of adding into the base game without a toggle switch, but decided against, since I figured that would be too hardcore.
Looks like it'll end up being added to the game anyway! Don't worry - it will be optional.
User friendliness update for the map editor
Folks dabbling with the level editor have stated that some things are unclear. This basically calls for a map editor update which would make it more user-friendly.
User-friendliness is hard to determine when you're just one person working on a game, and the map editor present in the game is what the base campaign levels were made with.
Unfortunately, since I'm the game's creator, I know everything there is about it, so it's super hard to judge what is and isn't easy to grasp.
This is where you, the community, come in. If you find something unclear, then please state that in Steam discussions or on
the official Discord server.
Aside from that, I also intend to make a couple of videos specifically for introducing people to the level editor.
Once again, I'm just one person working on the game, so I simply don't have enough time to address everything at once!
So much to do, so little time!
Modding support
I still intend to add modding support to the game. So far I've decided on making the process of adding new weapons easy (in modding terms). Barring that, I still don't know how extensive I'd like modding to be.
More various polish
One of the things I wanted to add to the game was rain. It would have played into the ambient noise level feature, and directly impact the gameplay that way.
Unfortunately, due to time and budget constraints, I never got around to it.
Now that the game's out don't be surprised if one of the updates introduces rain to one or two levels in the base campaign. ;)
That about wraps it up for this news post. I'm excited to get you guys more replayability value through these difficulty mutators - or maybe provide with an entirely different gameplay experience altogether.
Thank you for reading and for your continued support, hope you're enjoying the game!