Early Access Update V0.8.7.1
'Poached : Hunt The Hunter' V0.8.7.1 - Menu, Weapon & Character Update
Hello everyone! Over the past year, I’ve focused on releasing substantial updates monthly or quarterly, each packed with up to 100 changes, including major improvements and extensive revisions. As we near the first anniversary of the early access launch in August 2023 and reflect on four years of development since 2020, my goal remains the final release by August 2026.
Moving forward, I plan to shift to more frequent, modular updates—weekly or biweekly, depending on complexity. Each update will center on a single core principle, supplemented by smaller tweaks. This approach will allow for more precise development of new mechanics, provide clearer insights into my workflow, and maintain excitement with regular new features.
As we approach Major Cycle V0.8.8, filled with surprises and new features, I've scheduled 10 smaller updates. These will roll out between 3-4 days to 1-2 weeks apart, depending on my workload. Kicking it off this weekend is the new menu and character update, which focuses on improving the main menu in a way that doesn't potentially cause headaches or epileptic fits like the old "film cutting" style menu did, while breathing more life into the interface, especially regarding the character selection, and also expanding on the characters and their unique abilities and appearance. I have also, as usual, fixed a bunch of smaller issues that required attention.
Thank you for your continued support. Here are the detailed update notes—I hope you enjoy them, and I look forward to your feedback next week!
Main update features:
Additional fixes & changes:
Note: The unique abilities assigned to each character are currently experimental and are subject to change and rebalancing as the game’s development progresses. While most characters are fairly balanced with minor variations in movement and endurance, their distinct abilities offer numerous strategies to succeed and excel in the game. Ultimately, choose the character that resonates with you the most, and please share your thoughts, ideas, and suggestions. I’m eager to hear your feedback!
- Happy Hunting!
Hello everyone! Over the past year, I’ve focused on releasing substantial updates monthly or quarterly, each packed with up to 100 changes, including major improvements and extensive revisions. As we near the first anniversary of the early access launch in August 2023 and reflect on four years of development since 2020, my goal remains the final release by August 2026.
Moving forward, I plan to shift to more frequent, modular updates—weekly or biweekly, depending on complexity. Each update will center on a single core principle, supplemented by smaller tweaks. This approach will allow for more precise development of new mechanics, provide clearer insights into my workflow, and maintain excitement with regular new features.
As we approach Major Cycle V0.8.8, filled with surprises and new features, I've scheduled 10 smaller updates. These will roll out between 3-4 days to 1-2 weeks apart, depending on my workload. Kicking it off this weekend is the new menu and character update, which focuses on improving the main menu in a way that doesn't potentially cause headaches or epileptic fits like the old "film cutting" style menu did, while breathing more life into the interface, especially regarding the character selection, and also expanding on the characters and their unique abilities and appearance. I have also, as usual, fixed a bunch of smaller issues that required attention.
Thank you for your continued support. Here are the detailed update notes—I hope you enjoy them, and I look forward to your feedback next week!
Main update features:
- New full color main menu without heavy flickering or potentially headache inducing flashing, featuring a full color game logo and more immersive elements.
- A brand new character selection screen round the campfire that also helps explain the characters better with improved animations and personality traits.
- New special character abilities, explained during the character selection screen.
- New arm accessories for certain characters to improve unique appearance for each from FPS view.
- The combat shotgun has been replaced with a new classic shotgun more suited to the aesthetic of the game. The old combat shotgun is still available to be found elsewhere in the game though.
- New achievement for playing the game with each character. Although you do not have to actually finish the game with each character.
Additional fixes & changes:
- Improved combat shotgun texture, added more rust and dust to fit the environment.
- Poachers in the field will now also use the standard shotgun instead of the combat shotgun.
- The price of ammunition in the shop has been increased to better balance the game and reflect a more realistic pricing model.
- The cost of first-aid kits and invincibility power-ups has increased in the shop for Chapter One of the game, but the prices will decrease for these specific items after Chapter Two.
- Added some more props and detail to the shebeen/bar.
- Improved design of slot machine found inside shebeen.
- Added additional slot machine inside shebeen.
- Optimized the rendering frame rate inside the shebeen.
- Redesigned the score opt-in landing page and moved it to the main menu before starting a new game for the first time, instead of before the splash screen, to preserve the impact of the game's initial opening.
- Consuming food now grants less health to make the game more balanced as well as allow for certain character abilities to increase the effectiveness where applicable.
- Fixed a minor issue that could occasionally cause weapons picked up from fallen poachers to fall through the floor when swapping weapons.
- A few more arm material texture improvements.
- Fixed an issue where auto-saved game thumbnails displayed the loading screen as the thumbnail when moving between areas.
- Changed texture quality setting to change descending instead of wrapping around from max to min. Although maximum texture quality is always recommended if possible.
- Changed skin weights terminology in options from 1/2/4 bones to low/medium/high.
- Neatened a few elements and labels in the options menu.
- Removed a few deprecated functions as well as meshes from codebase.
- When using a controller, you now use 'B' to navigate backwards in main menu instead of only with start/select.
- Optimized loot generation algorithm for fallen poachers to use less memory by spawning "on-demand" when the enemy is searched, thus reducing the need for all loot items to exist in the scene until they are needed.
Note: The unique abilities assigned to each character are currently experimental and are subject to change and rebalancing as the game’s development progresses. While most characters are fairly balanced with minor variations in movement and endurance, their distinct abilities offer numerous strategies to succeed and excel in the game. Ultimately, choose the character that resonates with you the most, and please share your thoughts, ideas, and suggestions. I’m eager to hear your feedback!
- Happy Hunting!