Development update
[h2]Implementing Team work[/h2]
Another week, and it was a PRODUCTIVE week! Fixing a bug in the AI code that made your team-members indifferent to dangerous grenades or other dangerous things like the newly implemented C4 explosions which will be used to break down some weak walls.
This weeks DEVLOG goes into how your team will now perform certain tasks for you, which is where that whole team-work stuff comes into play. One team member will be your explosive expert, another one is used to gather intelligence at various devices, and we'll be introducing a lock-pick/safe-cracker expert pretty soon.
[previewyoutube][/previewyoutube]
You might also notice new art popping up around the page! It took some time to find the right person for this, but I teamed up with a great artist and the results are amazing!
[h2]This weeks changes-list:[/h2]
Even tho the game is not yet live and ready, I do keep track of all the changes and development, if you are like me and love reading such updates, then this list is for you! (and me)
You can follow and get more involved in the development of this game at the following places:
[h2]Discord[/h2]
A growing community for all my games, including Regulator City. You can join in on discussions, chat with me (always there when I'm working) and participate in the discord XP game!
Join here: https://discord.gg/orangepixel
[h2]YouTube[/h2]
I upload new videos every Thursday, documenting the games progress and talking about game design, development and business.
Subscribe here: https://www.youtube.com/orangepixelmobile
[h2]Twitter[/h2]
Besides the official Orangepixel twitter feed, you can also follow my personal twitter feed, as I usually post more behind the scenes stuff on that one. Silly bugs, GIF's and pretty much anything that pops up in my head!
@orangepascal
Another week, and it was a PRODUCTIVE week! Fixing a bug in the AI code that made your team-members indifferent to dangerous grenades or other dangerous things like the newly implemented C4 explosions which will be used to break down some weak walls.
This weeks DEVLOG goes into how your team will now perform certain tasks for you, which is where that whole team-work stuff comes into play. One team member will be your explosive expert, another one is used to gather intelligence at various devices, and we'll be introducing a lock-pick/safe-cracker expert pretty soon.
[previewyoutube][/previewyoutube]
You might also notice new art popping up around the page! It took some time to find the right person for this, but I teamed up with a great artist and the results are amazing!
[h2]This weeks changes-list:[/h2]
Even tho the game is not yet live and ready, I do keep track of all the changes and development, if you are like me and love reading such updates, then this list is for you! (and me)
- added: pushbuttons + doors responding to those buttons
- added: C4-explosives as inventory items
- added: C4 used near weak-walls
- added: One squad member has C4 as part of standard inventory
- added: intelligence mission - if no desks/pcs found.. make one during level generation!
- added: show bubble-heads near screen-edges when team maters are far outside of screen
- added: allow placing invisible walls for blocking player movement - without it's messy during gameplay
- added: enemy popups to empty barrels
- tweak: moved "intelligence gathering" to new squad-with-item system. And only on specific desks/computers
- tweak: move safe-codes to "secret ability" for safe cracking system
- tweak: cleaned up HUD / statusbar
- tweak: not all garages hide enemies
- fixed: auto-matic doors block pathfinding (shouldn't!)
- fixed: intelligence should be placed in only "bottom" furniture
- fixed: "intel" mission spawns new enemies when ever you recover a piece of intel
- fixed: rope-spawns sometimes drop outside the walls
- fixed: danger-node for AI code never worked properly!
- fixed: grenades now properly create danger-zones around them
- fixed: transparency of furniture kicks in too early (when player is in front of it even)
- fixed: real big stuff shouldn't get destroyed (containers, machines, etc)
- fixed: item-bubble not rendered, and item rendered underneath squad member
- fixed: extreme-kills on enemies show wrong enemy heads (not a skull)
- fixed: remote doors don't animate correctly + make them open up slower
- fixed: C4 isn't always placed visibly
- fixed: tread-mill enemy spawns are pushed outside walls
- fixed: spawn-randomness is not correctly saved/loaded from editor
- fixed: switching level-templates cuts them smaller and smaller on every switch
- fixed: required-items are not placed if squad member is part of player's team (stay split up)
- fixed: electronic doors don't animate just vanish
- fixed: street-view often shows 1 squad member spawning on right side of street before getting out of car
- fixed: sometimes a room doesn't get set to visible at level-start (apartment level 3)
- fixed: bullet start position doesn't properly match up to the gun
- fixed: using a locked-door without keycard should show "need key card" dialog
Join the community
You can follow and get more involved in the development of this game at the following places:
[h2]Discord[/h2]
A growing community for all my games, including Regulator City. You can join in on discussions, chat with me (always there when I'm working) and participate in the discord XP game!
Join here: https://discord.gg/orangepixel
[h2]YouTube[/h2]
I upload new videos every Thursday, documenting the games progress and talking about game design, development and business.
Subscribe here: https://www.youtube.com/orangepixelmobile
[h2]Twitter[/h2]
Besides the official Orangepixel twitter feed, you can also follow my personal twitter feed, as I usually post more behind the scenes stuff on that one. Silly bugs, GIF's and pretty much anything that pops up in my head!
@orangepascal