“We don’t make things complicated. That’s the way they get, all by themselves.”
We’ve been working hard on so much stuff it’s hard to keep track of. This one’s gonna be a doozy! We’re keen to try and stay regular, but I doubt we’ll be doing weekly updates. Fortnightly seems much more sensible. We get to really wrap features up, and you get better quality each time we update. Of course we’ll respond swiftly to really nasty bugs we find, but other than that, you get what we mean.
So the biggest single change is our new HUD! Check it out...
Check out all of the new stuff!We’ve got:
Hit Flash: The player portrait flashes red every time you’re hit now, which we find, out of the corner of your eye, really helps communicate better when you’re taking damage.
Ammo Counter: Obviously every hero needs to know how much ammo he’s got left in his equipped gun!
Equipped Weapon Indicator: And what hero would be able to perform his heroic duties if he couldn’t tell what gun he’d got equipped in the first place?
Grenade Counter: If you’re going to throw high explosives around, it’s always good to know how many throws you’ve got left to take out that coconut stand.
Cash Counter: It’s all about the money, innit.
Combo Counter: Combos you say? Hell yeah, more details below...
Score Counter: We’ve now broken down the score you’re registering with each kill, and display it under your hud
Damage-taken-indication: Your health bar now only looks nicer, we’ve taken the liberty of showing you, on each hit, how much damage you just took. Makes it easier to learn which enemies to try harder to kill! It displays in yellow, and fades after a second or two. You know the drill.
Low Health Indication: Your character’s portrait will pulse red continuously when your health is less than 33%. Bit of a reference to Zelda, but without the annoying chime noise.
Stamina Indicator: Essentially unchanged, but nicer looking.
New Portrait Art: Way nicer looking than before! It’s in there for every character.
So, as promised above, here’s the lowdown on our new scoring & combo system!
Hot pink score popups were a no-brainer.You’ve always been given scores for kills, but now we’re improving the system.
If you kill a bad guy, the game registers that, and if you kill two more before a three second timer has elapsed, and you’ll add one to the multiplier, and all subsequent kills will be worth double (or triple, or even more). The game counts down that timer, and at zero seconds the multiplier is reset.
You can stop that happening by registering another kill (which resets it to three seconds of course), but you can also pause the countdown briefly by registering damage on both enemies
and terrain.
Basically we want to capture more of that 80’s action hero essence. We all know how freely they give out their bullets, and how much they revel in wanton destruction - so to encourage people to keep their fingers on the trigger no matter what, this fun solution was designed and implemented.
Here’s the thing - the highest we’ve been able to get is Combo x6. See if you can do better! Protip: try juggling damage on Champions with kills on lesser enemies while you whittle their health down.
Note: some bad guys aren’t given a value yet as we’re still balancing, but we wanted to get his out to you sooner rather than later, and see the leaderboards hot up with some action! I don’t think any of the Ghost or Zombies have scores associated, nor do Radio Guys and Heavy Guys. You’ve been warned ;)
So those are the big additions since the last update, but here’s the full list for your delectation!
CHANGELIST!
Added
Combo system.
Scoring system with Hot Pink score popups.
New HUD for all characters and player slots.
Damage flash now applied to HUD portrait when player takes damage.
HUD portrait pulses red if player is at less than 33% health.
Players can now bind all extra controllers (up to 4).
New Input Controller system means Local Co-op players can now hotswap controllers, disconnect, reconnect and connect while the game is running, and the game will be fine with that.
Crosshair added to mouse pointer for keyboard and mouse players. Turns red & shakes when firing, stops shaking when you’re out of ammo/need to reload.
Brand new pause menu, much nicer, simpler to navigate, and gives access to controls screen too.
Fixed
Fixed multiple player controls.
Fixed Yatcha movement sound playing after her death.
Fixed input binding systems in settings - you can no longer bind a gamepad if it is not connected.
Players should be able to interact with every single screen and every single function with pad, keyboard or mouse, alone or in any combination.
Password entry refreshing the lobby when R key is pressed.
Fixed bug where you could bypass a password game entry by double clicking on a game.
Updated
Updated the join-in-progress character stat panels to be localisation-proof. Icons instead of text for Health, Speed, Accuracy & Stamina.
When joining into single player or local co-op, game now auto-joins whichever input was detected to send game into that menu.
We’ve added a big, chunky and way cooler new boss health bar to all boss fights.
Tree death sfx changed to be less explosion-y.
Finally, following on from the last update, here’s an expanded look at the almost-full-cast of Tango Fiesta. We’ve vastly improved the story in Tango this week - mainly by allowing players to skip straight to the action (ie: ignoring the story if they want) and also with a new command that allows us to edit the delivery of the story with a bit more intent making it snappier, funnier and generally a bit more smooth. Alas, it is still ‘off’ for Early Access and likely will be till full release, but I like to show what we’ve been doing from all angles.
Nearly all of our colourful cast, both friend and foe!What are we up to next? Well, we’re continuing to improve performance - we know some people will see some framerate hits with this update, and we’re working on finding out the solution - but we’re also going to be improving the AI, the Shop, and the Boss Fights over the coming days and weeks.
Don’t expect an update next week, though, as GDC is on and frankly our coder is in San Francisco networking and doing business stuff. plus this way we get to save up for another bigger update next time!
Ta-ra for now, chucks!
The Spilt Milk team