ADACA DevLog Archive (InDev 0.1.1 - Beta 0.11.1)
InDev 0.1.1
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Play Test Build For Project Dragon:
-Added "Force Grab/Throw" Ability.
-Added more physics props.
-Fixed most physics glitches.
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InDev 0.1.4
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New Playable Update for Project Dragon InDev!
-Major improvements to AI and weapons.
-Added new weapons.
-Added a level select screen.
-Added a Grey-Box version of E1 M2 for play testing purposes.
-You can steal weapons from stunned enemies.
-You can catch grenades and rockets from Mid Air.
-Fixed issues with physics props interacting with player capsule.
-Improved Force Grab UI.
-Enemies can now throw grenades with proper animations.
-Ai projectiles are slower.
-Reduced retro force on physics props the player holds.
-Added ability to save game.
-Created new weapon models for some weapons.
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Interactive Water
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Added:
-Water volumes with fluid friction.
-Swimming mechanics.
-Splashing effects.
-Floating physics Props.
-Multiple other sandbox interactions with water...
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Alpha 0.2.0
Update Includes:
-Added ability to toss objects.
-Added pulse grenade.
-Added many new props.
-AI will search for and pick up new weapons after being disarmed.
-Player can give friendly AI new weapons by tossing one at them.
-Improved Footstep sounds.
-Improved HUD.
-Added AI voice sounds.
-Added clamber feature. (Hold Jump against ledges.)
-Fixed a bug that would sometimes cause the player to not take explosion damage.
-Added new functionality to some physics props.
-Added destructible glass.
-Added level transitions.
-Added bullet hole and scorch mark effects.
-Added player flashlight.
-Improved rag-doll effect for fallen enemies.
-Made new map available for play testing!
-Many more additional small tweaks fixes and other additions.
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Alpha 0.2.2
-Several new levels.
-New faction with new enemies.
-New weapons.
-New Main Menu.
-Reworked force-throw physics.
-Re-balanced encounter difficulties.
-Added NPC dialogue.
-Altered AI grenade and weapon stealing logic.
-Added player death animation.
-AI can now fire weapons with arcing trajectories.
-Removed cool-down for picking up physics props.
-Many other small tweaks and improvements!
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Alpha 0.3.1
-Improved menu screen, adding final game title.
-Added difficulty modes (experimental).
-Added ability to to disable physics simulation on held props in order to curb jittering issue at low frame rates. (Known Issue: setting does not stay selected after level transition. This is being addressed)
-Added short tutorial when starting a new game.
-Added new props.
-Replaced placeholder art in some props with proper art.
-Added edible food that can restore health.
-Some crates can be broken open to find random loot.
-Fixed a bug where AIs throwing grenades and cocking shotguns would play 2D sound effects.
-Fixed bug that resulted in fatal error when trying to open the level "Short Detour"
-Added sound effects to intro sequence.
-Added some place-holder music.
-Fixed bug with dialogue input that disallowed the player from using the interact key. (Known issue: interrupted dialogue my glitch out.)
-Fixed a glitch where Dr. Chopps could fall out of the level and get stuck in an inaccessible location.
-Fixed link to Discord Server in main menu.
-Added Twitter Link.
-Other small polishes and tweaks.
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Beta 0.1.2
This is a big one:
-The first act of Episode One if fully playable!
-Added volume control settings.
-Added Field Of View Setting.
-Added ability to sprint.
-Reworked ‘Utility Tunnels’ Level.
-Added new story content, including named characters.
-Enemies will now flinch when their weapons are stolen.
-Issues with reloading checkpoints on Railway Level have been fixed.
-Fixed particle emitters on Police Dropships.
-Added checkpoint after scripted intro in Cryo Lab scene.
-Removed explosives from first room.
-Fixed glitch where player could spawn with weapons from a previous save when loading a level from main menu.
-Held objects can deal a small amount of damage when swung around.
-Created intro credit sequence.
-Made Pulse Grenade stick to entities and surfaces.
-Revamped menu UI.
-Added difficulty select menu when starting a new game.
-Some AI have new sounds.
-Added tutorial prompts that dynamically display correct input controls.
-Dialogue boxes have icons.
-Speaking NPCs will animate.
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-Added new effect when player takes explosion damage.
-Lowered most weapon ammo capacities to motivate player to steal more enemy weapons.
-There is no longer a cool down on stealing enemy weapons.
-Added more equipment stashes and details to most levels.
-Reworked combat sequence in “Repo Man”.
-Added more friendly AI encounters.
-New enemy types.
-Improved AI hearing and sight range.
-Improved some weapon effects.
-Other small polishes and tweaks.
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Beta 0.1.6
Mostly just re-balancing and bug fixing to make the Beta more up-to-date with where I hope the final game to be.
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Improvements include:
-Added new animations, sounds and particle effects to make the Force-Throw more readable and satisfying!
-You can now exit menus with the Esc key.
-Grenades will no longer get stuck on the player’s hit box when throwing them straight down.
-Some AI will be more aggressive.
-You can now skip the intro cinematic.
-Weapon damage and difficulty has been re-balanced.
-All user settings will now save to the config properly and all settings will be properly restored to default when reset.
-Various aesthetic polish and improvements made to certain scenes and objects.
-Low-rank cops will now drop health packs.
-More objects are destructible and able to drop useful items.
-The loading screen is now more visible and even contains tool tips.
-Some explosives can now catch on fire and or set other things on fire.
-Various typos have been fixed.
-Fixed glitch where floating weapons would spawn in place of enemies when reloading a checkpoint after death.
-Various other tweaks and fixes.
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Beta 0.2.0
Small Patch to fix some bugs and audio issues, as well as changes to some encounters:
-Improvements made to audio mixing.
-New “Playground” map.
-Improved Explosion and NPC damage PFX.
-Added new puzzle encounters and tutorial prompts to better improve pacing and learning curve.
-Altered some encounters.
-Smooth crouch.
-New weapons.
-Explosives will no longer detonate when being grabbed.
-Various other balance tweaks, effects and bug fixes.
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Beta 0.2.3
A small but Important Update:
-Keybinds now implemented!
-Added Controller support!
-Fixed glitches involving weapons aesthetics and ability to be thrown properly.
-Fixed glitch causing it to be sometimes finicky to steal weapons from stunned enemies.
-Tightened player camera spring arm.
-Added new damage noises for different player damage types.
-Added option for toggle crouch and aim assist.
-Crows
-Fixed glitches with the tutorial messages.
-Turrets are now destructible.
-NPC death sounds are now attached to their rag dolls.
-Many more small tweaks and changes.
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Beta 0.3.2
LOTS of new features and improvements:
-Improved weapon SFX and models!
-Added new LAZ Magnum weapon!
-Tweaks and rebalances made to some weapons.
-Altered and improved combat encounters on some levels.
-Improved scenery and lighting on some levels.
-Added ammo pickups and hidden supply caches.
-Added new secrets…
-NPCs can now take fall damage.
-Explosive drums can now explode on impact when thrown.
-”Use” prompt will no longer show up while sprinting after respawning at a checkpoint.
-Attempted to solve issue where the game would attempt to interface with 3rd party VR applications on startup, usually resulting in a crash.
-Added pause menu option to load last checkpoint.
-NPCs instructed to follow a target will no longer pause and look around after ending a fight and will instead immediately return to following their target.
-NPCs now have a damage threshold before they stagger.
-Items can no longer be picked up through walls (Note, there is a small glitch where players my need to “shake” an item to pick it up, this will be fixed)
-Hostile NPCs can no longer catch weapons out of mid air after being disarmed by the player.
-Massive improvements made to AI melee movement.
-Fixed glitches with weapons not properly equipping when respawning.
-Fixed glitches where scripted events would fail to trigger after respawning.
-The player can now drink soda.
-Removed clamber feature and increased jump hight.
-Player can now use the Sprint key to swim faster underwater.
-Player’s flashlight will stay on between respawns and level loads.
-Replaced annoying heart monitor SFX.
-All individual levels can be selected from Level Select Screen.
-Melee enemies can now punch large props out of their way.
-Shard Rifle now does poison damage over time.
-Bolter now has a powerful alternate fire mode.
-Fixed glitch that caused recoil animation to interrupt itself.
-Added new combat music.
-Music volume has been rebalanced.
-Doors no longer make noise when not opening or closing.
-Player can no longer trip on grenade pickups.
-Many Many Many more small tweaks and improvements.
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Beta 0.4.2
-Added a Weapon reloading and overheating system (Still a work in progress)
-Buffed Grav-Hand’s Physics Throw!
-Difficulty icons
-Buffed the Plasma Bolter
-Altered some NPC dialogue and fixed typos.
-Fixed problematic checkpoint system in Town Center fight.
-Added climbable ladders (system still needs work…)
-Changed the color of Hazardous Water to make it more clear.
-Made Grenades less easy to be shot out of mid air right after being thrown by player.
-Shard Rifle has been reworked to have a new special damage ability as well as added a lunge to the bayonet.
-Increased the pickup hit box on smaller props.
-Pickup ridicule is now animated to make it more visible.
-Dialogue text is faster.
-Access to the “Q-Zone” has been removed because it's broken and kinda contains spoilers now...
-Fixed glitch where player can respawn with their weapon not equipping correctly (For real this time).
-Added a tutorial prompt informing the player as to how they can steal enemy weapons.
-Thrown weapons do physics damage.
-Physics props will now dynamically use Constant Collision Detection (CCD) when held and thrown, turning it off again when hitting their target or dropped. This will hopefully help make phys throw damage more consistent, while also cutting down on overhead.
-Credits and Dev Log screens have been added to the main menu.
-AI with arcing projectiles will no longer overshoot their targets at high difficulties.
-The Settings Menu will now hopefully scale to most resolutions without issue.
-The “P” key is no longer hard bound to pause the game.
-The Semicolon (“;”) Key will no longer crash the game after being pressed.
-AI will no longer drop grenades after dying.
-The player can no longer access the Dev Console or see random dev text. Unfortunately this was necessary to keep Semicolon from crashing the game…
-Many more tweaks and fixes.
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ADACA OST
Original soundtrack created for ADACA!
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
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Full playlist: https://www.youtube.com/playlist?list=PLBMCBgvqGfWswUvLAL04kxDy_gRz-XBhD
Original composition by Brett Janzen, follow them here:
Brett's Twitter: https://twitter.com/BrettJanzen
Brett's Stuff: https://linktr.ee/brettjanzen
Follow The Development of ADACA:
My Twitter: https://twitter.com/SirisTheDragon
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Beta 0.5.3
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A HUGE new update featuring new levels, weapons, enemies, revamped save system and much more!
Beta 0.5.3
-Replaced Basic melee ability with Force Punt ability.
-Added 3 new levels to Ep 1.
-Added save option in menu and quick save (F6), quick load (F9), and clear save (F12) keys. These keys can be re-bound.
-Added an improved tutorial level.
-Added smart toggle system to weapon scopes.
-Added binocular ability. (Bound to z by default)
-Increased interaction range.
-Polish and improvements to weapons, sounds, physics and particle FX.
-New, original music added to parts of game!
-Buffed and tweaked many weapons.
-New experimental wave-based survival mode. (WIP)
-Improved level details.
-Fixed glitches involving level streaming.
-Removed mouse smoothing.
-AI will save agro and death state.
-Explosion tinnitus effect will properly fade back into preferred audio level.
-Guns will no longer duplicate when loading a save.
-AI now have proper voice acting. (WIP)
-Experimental vehicles.
-Many many many more tweaks, changes and improvements across the board.
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Beta 0.6.3
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-Increased max grenades from 2 to 3 each.
-Added 2 new grenade types: Molotov Cocktails and Satchel Charges.
-Added game modifiers.
-Player health and shields will persist between levels.
-Rebalanced difficulty for certain enemies and weapons.
-Upgraded Engine version from UE4.24 to UE4.26.
-Improved visual effects.
-Possibility of improved frame rate (varies by hardware).
-Improved weapon and movement animations.
-Updated Merc Enemy voice quips.
-Massive number of bug fixes.
-Changes made to how the player holds physics props: All props will be held at center screen, however larger props will be held further away so that they cover less of the player’s view.
-Polish and more content made for experimental ‘Conscript Mode’.
-Player will now keep holding objects between loads.
-Added ability to hide hit-markers.
-Many many more tweaks and changes that I neglected to record and can’t remember.
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Beta 0.7.4
-Added lateral lean to player camera.
-Fixed issue where enemies could punt objects out of reality.
-Starting a new game without a tutorial will no longer play the out-dated intro credits.
-An unintended jumping route that allowed players to skip the entirety of The Breach has been blocked.
-That one place in Repo Man where the player could get stuck behind the train has been fixed.
-Ladders will no longer automatically dismount you if you try to climb them from too far away.
-Players can no longer trip on ammo pickups.
-The music in The Breach can now be controlled by the volume sliders. It used to play at full volume, no matter what you did…
-A year old typo in the dossier screen has been corrected.
-On the level Gas near the gas station: Minotaurs will no longer get confused and try to run around the guard railing only to turn around and run all the way back once they realize they can’t reach you.
-Kelly will no longer complain about the truck running out of Gas after you bring her more gas. (However, most players seemed not to have noticed this anyway, as by that point they were panicking from all the minotaurs chasing them…)
-Health packs will now only give 50 health.
-New weapons and enemy types.
-Shield packs will now give 50 shield energy.
-The player can now have a max of 200 shield.
-There is now a new, small shield pack that gives 20 shield each.
-Shield packs now drop more often from destructible containers.
-Health stations now have a limit on how much health can be drawn from them. (100hp max)
-Minor changes to how lore terminals work and are presented, as well as what lore is available where.
-Changed skybox planet as well as the surrounding lore.
-Added stylized skyboxes and clouds.
-Added dynamic light shaft effects.
-Refinements made to vehicle systems.
-Added new vehicle types (still WIP).
-Added iridescence effects to some materials.
-Dialogue boxes will now play different beeps that correspond to particular characters, representing their “voices”. This feature is still a work in progress.
-The Ammo icon in the HUD should no longer overlap the reserve number.
-NPCs will now focus on their combat target’s/player’s last known location after losing line-of-sight rather than aiming at targets through walls.
-Firing your weapon will alert enemies that are aggroed on you to your location.
-Some NPCs can now sustain suppressive fire after their target/player ducks behind cover.
-New animations added to hit-marker.
-Bullets will now penetrate objects more accurately.
-The Sniper and Machine Gun will now over-penetrate enemies.
-Player damage will now create a camera shake based on damage taken.
-Fixed NPCs so that Melee and special action animations will now blend with walking animations.
-The player will now be forced out of aiming when they reload their weapon.
-Most player projectiles now move twice as fast.
-New level geometry has been added to the end of “Quick Detour”.
-Some enemies can now use the alt fire modes on their weapons.
-A new button on the main menu has been added for Conscript Mode.
-A new activity has been added to Conscript Mode…
-Playing Conscript mode and PlayGround Level will no longer wipe your Campaign save.
-NPCs will no longer agro on radiation or fire.
-NPCs will no longer spam their victory vocalizations when standing near enemy corpses.
-NPCs will now try to avoid standing next to each other (With limited success, still WIP).
-Police Snipers no longer have a visible laser sight. (This may be re-enabled at some point.)
-Player weapons will no longer have laser sights when “Naturalist” is turned on.
-Other various tweaks, improvements and changes.
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Beta 0.8.4
The free demo will permanently feature Ep1 as well as one bonus Conscript Mission!
Going forward, the page on Game Jolt will only feature the Free Demo, and payment methods will be disabled on that platform. Anyone who bought Adaca on Game Jolt will be given an itch key via contacting me as instructed above.
Beta 0.8.4:
-Forked Free Demo from Early Access Build. The Free demo will be frozen in Beta 0.8!
-Early access to Episode 2 content.
-Improved AI detection.
-NPCs will now look in the direction of suspicious events rather than walking towards them.
-NPCs in combat will be caught looking in the wrong direction less often.
-NPCs will now go into a temporary alert mode if they notice something suspicious but are not aggroed by it.
-Ammo, health packs and shield pickups will now have use prompts.
-The player will no longer spawn with their saved inventory when going into Conscript missions Hub level.
-Enemies will be less likely to agro on targets they can not see.
-Many explosive weapons have been re-balanced and or buffed.
-The player has higher resistance to explosive damage.
-Various bug fixes and polish.
-Increased max ammo reserve for Battle Rifle.
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Beta 0.9.5
New Features:
-Added new test mode: AI Battles. Available in the Level Select menu.
-Added new passive gear pickups. (Stuff like Body armor, Hazard suit, increased Ammo storage ect.)
-Added new quests and secrets to the Exclusion Zone Patrol Mode.
-Added a Quest Log for Zone Patrol (Default Key is “J”)
-Added several new rare weapons.
-Added a new Speeder bike vehicle to the playground level.
-New enemies.
-NPCs now reload their weapons.
-New Tank class enemies.
-Added new ambient music to the Zone Patrol Locations.
-NPCs now feature a Loyalty stat that will determine how likely they are to agro from friendly fire.
Bug Fixes:
-Fixed a few weapon animation glitches.
-Heat bar is now more accurate.
-Rag dolls will now despawn after 30 seconds in campaign in order to eliminate a memory leak that could cause performance issues on some levels.
-NPCs will no longer agro on themselves when they deal splash-damage to their own shields.
-Fixed some more typos.
- Elevators will now save their positions when loading a checkpoint.
-The player will no longer start Conscript Mode with their saved Loadout from Campaign.
-Fixed broken collisions in tunnel at end of Quick Detour.
-Player can no longer punt objects that are behind walls.
Changes & Tweaks:
-Added slight recoil reduction to weapons when aiming down sights.
-The Devlog button on the main menu now opens your web-browser to the Development blog on itch.io.
-Created new models for the Pistol, Tac Pistol and Heavy Pistol.
-New Weapon and grenade pickup sounds.
-Adjustments made to various enemies.
-Difficulty now alters Health Regen rather than Damage resistance.
-Adjusted enemy projectile speed difficulty curve.
-Weapons now overheat on the shot that fills the heat gauge rather than the shot after.
-Updated models for various props and scenery.
-Buffed the Shard Rifle’s Bayonet damage.
-NPCs that fire automatic weapons will now fire more irregular bursts.
-Anomalies will now spawn more often in the Exclusion Zone.
Misc:
-She is locked away in the Cube. Free her and she will assist you.
-Other miscellaneous fixes and changes.
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Beta 0.11.1
Beta: 0.11.1:
NOTICE: It is highly recommended that you RESET all Conscript Mission progress if updating to Beta 0.11.1 after playing in previous builds!
New Features:
-New highlight effect for objects targeted by the player to pick up.
-New Quests in Zone Patrol.
-Ep. 2 is now fully playable!
-Zone Recon has a larger pool of random Quests.
-New Sandbox Level!
Bug Fixes:
-Arquebus no longer makes a ‘whiz’ sound at world origen.
-NPCs will no longer try to fire through walls when alerted to agro by allies.
-Player will no longer spawn at the wrong entrance when moving between levels in Zone Recon.
-The Stone Arch around the rift on the island in The Pines has had its hit-box fixed.
-Fixed bug where sometimes weapons would be broken after being picked up by the Player.
Changes & Tweaks:
-Changes to how Conscript missions work: all Conscript missions must now be unlocked by completing Quests in Zone Recon Mode.
-NPCs weapons will no longer overheat.
-New Scope artwork has been added for all weapons.
-Various aesthetic polish added to many levels.
Misc:
-Quest Log for Zone Recon has improved Icons.
-Some levels have been given new preview images.
-Added ability to clear all Conscript Mission Progress.
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