Devlog #3: Test Branch and Update Plans
Hey everyone!
Welcome to another devlog, this time with more details on the Grappling mechanic, loadout system, and more.
Before we get started, I'd like to announce that we've opened up a Beta/Test Branch, we wanted to be able to test the new features/mechanics we've been working on without causing issues on the live version of the game so this was the perfect way to do it. If you want to get an early look at the grappling mechanics (and in the near future, the loadout system), feel free to follow the directions below:
Thanks again to anybody who submits bug reports and feedback, it helps us a lot when it comes to improving the game!
Additionally, the game is currently 30% off for the Steam Summer Sale, give it a look or wishlist if you haven't!
https://store.steampowered.com/app/1612420/
[h2]Grappling Mechanic[/h2]
The grappling mechanic has gotten some more work done to it, we've adjusted how the player tosses enemies around and can include a few different velocities based on how you're throwing them. Additionally you can now grab enemies from behind, knee them and punch them while grappling them. Some of these animations still need adjustments so bare with us as we continue to improve the mechanic.
[previewyoutube][/previewyoutube]
As we mentioned above, the grappling mechanic is now playable within the Test Branch, we'd appreciate any feedback and bug reports to make it as good as it can be for update release!
[h2]Loadouts[/h2]
This past week or so we had the chance to start work on the newest loadout system, for those that don't know what the loadout system involves- it allows you to change your primary weapon to exclusive guns like a Revolver, Nailgun, and a Silenced Pistol.

We started work on the Revolver, since we felt it would be one of the harder ones to develop since it involves an actual cylinder with separate bullets and slots. This means that if you're not keeping an eye on your cylinder, you may come across some empty slots that you need to reload individually.
Of course the Revolver also has its own unique sound effects, Ultimate, and more to make it a unique weapon of choice.
[previewyoutube][/previewyoutube]
You may also notice that the gun has been textured, all of our previous weapons had a solid color since we had to cut corners to save on time. We now had the chance to add some more textures to the weapons to make them pop a bit more.

[h2]Miami Series[/h2]
Now you're probably wondering where we're at in terms of the new series of chapters, the Miami Series. Unfortunately we'll have to push the release of the Miami Series to another update since there's quite a bit that we need to do on the environment and level design side.
Don't worry though, we have other content plans for this upcoming update, we'll be working on the Simulation Series (which we've had planned for an extended period of time). The Simulation Series is similar to that of a challenge mode or Virtual Reality mode from other similar genre games.
We'll have more info on the Simulation Series in a future devlog- we appreciate your patience as we work on this update though, we've got lots coming to Suit for Hire and we're excited to have you all trying it out. For those who are curious, the Miami Series is still being actively developed by our Environment Artist, so it's not being paused whatsoever.
Thanks again for your patience, we're working hard to get this update ready! Let us know what you think of today's devlog on Discord and the Community Hub.
Have a fantastic day!
Welcome to another devlog, this time with more details on the Grappling mechanic, loadout system, and more.
Before we get started, I'd like to announce that we've opened up a Beta/Test Branch, we wanted to be able to test the new features/mechanics we've been working on without causing issues on the live version of the game so this was the perfect way to do it. If you want to get an early look at the grappling mechanics (and in the near future, the loadout system), feel free to follow the directions below:
Originally posted by CrimsonTo enable the Test Branch, go to your Library > Suit for Hire > right-click and click Properties... > Betas > Select the dropdown and select the Beta branch. From there, let the game update and you now have the Test Branch! To go back to the live version of the game, just do the same steps but set the dropdown branch to None.
Currently the Test Branch includes the grappling mechanic, and will soon get a patch that'll include the Loadout system to play around with the new primary weapons.
Please post all bug reports and feedback to this thread, we appreciate any help to make sure the upcoming update is stable!
Thanks again to anybody who submits bug reports and feedback, it helps us a lot when it comes to improving the game!
Additionally, the game is currently 30% off for the Steam Summer Sale, give it a look or wishlist if you haven't!
https://store.steampowered.com/app/1612420/
[h2]Grappling Mechanic[/h2]
The grappling mechanic has gotten some more work done to it, we've adjusted how the player tosses enemies around and can include a few different velocities based on how you're throwing them. Additionally you can now grab enemies from behind, knee them and punch them while grappling them. Some of these animations still need adjustments so bare with us as we continue to improve the mechanic.
[previewyoutube][/previewyoutube]
As we mentioned above, the grappling mechanic is now playable within the Test Branch, we'd appreciate any feedback and bug reports to make it as good as it can be for update release!
[h2]Loadouts[/h2]
This past week or so we had the chance to start work on the newest loadout system, for those that don't know what the loadout system involves- it allows you to change your primary weapon to exclusive guns like a Revolver, Nailgun, and a Silenced Pistol.

We started work on the Revolver, since we felt it would be one of the harder ones to develop since it involves an actual cylinder with separate bullets and slots. This means that if you're not keeping an eye on your cylinder, you may come across some empty slots that you need to reload individually.
Of course the Revolver also has its own unique sound effects, Ultimate, and more to make it a unique weapon of choice.
[previewyoutube][/previewyoutube]
You may also notice that the gun has been textured, all of our previous weapons had a solid color since we had to cut corners to save on time. We now had the chance to add some more textures to the weapons to make them pop a bit more.

[h2]Miami Series[/h2]
Now you're probably wondering where we're at in terms of the new series of chapters, the Miami Series. Unfortunately we'll have to push the release of the Miami Series to another update since there's quite a bit that we need to do on the environment and level design side.
Don't worry though, we have other content plans for this upcoming update, we'll be working on the Simulation Series (which we've had planned for an extended period of time). The Simulation Series is similar to that of a challenge mode or Virtual Reality mode from other similar genre games.
We'll have more info on the Simulation Series in a future devlog- we appreciate your patience as we work on this update though, we've got lots coming to Suit for Hire and we're excited to have you all trying it out. For those who are curious, the Miami Series is still being actively developed by our Environment Artist, so it's not being paused whatsoever.
Thanks again for your patience, we're working hard to get this update ready! Let us know what you think of today's devlog on Discord and the Community Hub.
Have a fantastic day!