1. Treasure Hunters
  2. News

Treasure Hunters News

Treasure Hunters - Dungeon Themes, Emotes & Network optimization

[p]Hello Dear Adventurers,[/p][p][/p][h3]Emotes:[/h3][p]This week, I implemented a emote system and added 8 of them. Incase you get the references let me know when the game comes out.[/p][p][/p][h3]Dungeon Themes:[/h3][p]Someone gave a bad review to the Prologue, saying "both 2 dungeons look the same" and I couldn't agree more. So I implemented a theme system, every dungeon will have their own theme based on their lore. Yes I also finished the lores of the all dungeons.[/p][p][/p][h3]Network Optimization:[/h3][p]The main reason dungeon wall sometimes not spawning on the clients were because of the high bandwith requirement. With the optimizations I lowered it greatly. [/p][p][/p][p]I've got an exam this week and I'm finally graduating from my annoying ass school but until next week I'll be working on finishing the all dungeon themes, optimizing and data save.[/p][p][/p][p]Until next time, keep hunting ːIndyː[/p][p][/p][h2]Also, don't forget to wishlist Treasure Hunters :[/h2][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p]

Treasure Hunters - New Hall Events & 10 Dungeons

[p]Hello Dear Adventurers,[/p][p][/p][h3]New Hallway Events:[/h3][p]In this update, I mostly worked on the hallways. There used to be around 7-8 hallway events in the prologue; now there's around 20 - 25, and I'm planning to make more later. I don't want to mention what kind of things I added because I want you to be surprised by them while playing the full game. [/p][p][/p][h3]All 10 Dungeons:[/h3][p]I implemented every dungeon in the game, their enemies, artifacts etc. Still haven't written their lores but I will do that soon. (The names are just placeholders)[/p][p][/p][h3]PlayFab analytics:[/h3][p]I implemented an analytics system so that I can watch you anytime. [/p][p][/p][p]And of course, analyze the XPs, levels, difficulty of dungeons, duration, etc. So that I can balance the game. [/p][p][/p][h3]Features:[/h3]
  • [p]Enemies can be stunned [/p]
  • [p]Spider will be stunned if you hold a flashlight while it is crawling on the ceiling[/p]
  • [p]Dungeon unlocking system[/p]
  • [p]Item balances[/p]
  • [p]Synchronizations of the traps and moving platforms[/p]
  • [p]Shining effect on treasure[/p]
  • [p]Stun effect when a player or enemy is stunned[/p]
  • [p]Much more sensible dungeon collapsing time[/p]
[h3]Bug Fixes:[/h3]
  • [p]Dungeon Walls not loading (not sure if it is fixed, I'll test it very carefully)[/p]
  • [p]Pots disappear when they are picked up[/p]
  • [p]Bridge being build bug [/p]
  • [p]Coop rooms spawns for singleplayer[/p]
  • [p]Whip weird visual bug[/p][p][/p]
[h3] Also don't forget to wishlist the game![/h3][p][dynamiclink][/dynamiclink][/p][p][/p]

Treasure Hunters - Rat Swarm Enemy & New Tools

[p]Hello Dear Adventurers, [/p][p]This week I worked on a new freaky ah enemy and added a couple of new tools to use. I hope you like it.[/p][p][/p][h3]RATS:[/h3][p]I was inspired by Plague Tale while making this enemy. Every single rat has really low hp but you can hit one at a time. So kicking, shooting with pistol etc. might not work on them. You will need to find another way.[/p][p][/p][h3]NEW ITEMS:[/h3][p]Dynamite: F*CKING KABOOM! You can blow up things. Even that stony ass mf creeping through the dungeon. And if you are too lazy to solve the puzzle, just make the door non existent ;)[/p][p]Insect Repeller: Keeps the insects (ants, mosquitos, spiders) away until the battery is ran out.[/p][p]Map creator: Creates the layout of the dungeon while the owner is roaming around. So you can now know where you were headed, and find your back to truck easily.[/p][p]Shotgun: Well, it's a shotgun. It's the 3rd tier of the weapons.[/p][p][/p][h3]New Features:[/h3]
  • [p]Tier 2,3 HEAL ITEMS CAN REVIVE OTHER PLAYERS[/p]
  • [p]You can now attack with torch[/p]
  • [p]Bullets have a delay for reaching the destination after they are shot[/p]
  • [p]Created the implementation of adding the new dungeons[/p]
  • [p]Moving objects new implementation (synced)[/p]
  • [p]Menu singleplayer part[/p]
  • [p]Spectator speed increased[/p]
[h3]Bugs Fixed:[/h3]
  • [p]Very little treasure is spawned[/p]
  • [p]If you leave co-op pads the doors close back again now[/p]
  • [p]Taking torch bug is fixed[/p]

Treasure Hunters - New Lobby

[p]Hello Dear Adventurers, [/p][p][/p][p]After many feedbacks and requests I finally implemented a new 3D lobby in the game. The lobby is consist of 2 rooms. Hope you like it![/p][p][/p][h3]Headquarter room:[/h3][p]In this room you'll be able to manage your equipment, change the contract, invite friends and start the adventure. [/p][p][/p][h3]Showcase Room:[/h3][p]In the showcase room you'll be able to see the objective artifacts you've returned so far. Also has a huge free space to spam run slide. ːsansː[/p][p][/p][p]I also added a playable piano in the headquarters room. If you have any classical piano music requests you can write it down in the comments and I'll add them. [/p][h2]Also please don't forget to wishlist Treasure Hunters:[/h2][p][dynamiclink][/dynamiclink][/p]

Treasure Hunters: Prologue - v1.2 Update YOU CAN PLAY LATEST VERSION FREE HERE

[p]Hello Dear Adventurers,[/p][p][/p][p]In this update, I mostly reworked everything related to clients. Most of the objects used to work server side so clients used to wait for a bit of time to get a feedback from anything. With this update most of the gears, items, mechanics etc. works client sided. So clients will get an instant feedback even if they have very high pings. [/p][p][/p][h3]Also you can play the prologue for free here:[/h3][p][dynamiclink][/dynamiclink][/p][p][/p][p]Here are the changes I made in this update:[/p][p]FEATURES:[/p]
  1. [p]Added a more clear tutorial[/p]
  2. [p]Ranged Enemies will miss by chance if is lightened by a flashlight (for example, you can point a flashlight at a mosquito to miss when they shoot)[/p]
  3. [p]Random treasures spawn system by specified rarity[/p]
  4. [p]Lever has two notifications for cooldown and for stuck.[/p]
  5. [p]Inspectable Paper better rotation (F*CKING FINALLY)[/p]
  6. [p]High Ping Warning for clients[/p]
  7. [p]Players spawn blood particles when get damaged[/p]
  8. [p]Less report noise call from footsteps[/p]
  9. [p]Fixes on enemies' hearing settings[/p]
  10. [p]Now the overall treasure value for a dungeon is multiplied by the DungeonGrowth OverallTreasureValue
  11. (TileAmount/ExpectedTileAmount)[/p]
[p][/p][p][/p][p]CLIENT SIDED REWORKS:[/p]
  • [p]Hit Feedback Client side[/p]
  • [p]InspectableItems are now client sided[/p]
  • [p]Yohu's Heart is client sided (Full release)[/p]
  • [p]Artifact Holder picking up is client sided [/p]
  • [p]Door Opening Effects are client sided [/p]
  • [p]Coffin opening is client sided [/p]
  • [p]Halucination Objects are now Works client sided[/p]
  • [p]Incenses Work client sided[/p]
  • [p]Openable secret chambers now work client sided[/p]
  • [p]Drain now Works client sided (Full release)[/p]
  • [p]Glowing Button now Works client sided (Full release)[/p]
  • [p]Holdable Valve now works client sided (Full release)[/p]
  • [p]Pickupable objects disappears immedieately for clients before spawning in their hand. (Faster Feedback)[/p]
  • [p]Blowing Dart only works for client bug is fixed (Full release)[/p]
  • [p]Flashlight now works client sided [/p]
  • [p]Rarity Detector turkish characters are missing[/p]
  • [p]Rarity Detector now works client sided[/p]
  • [p]Dropping Objects are now client sided (faster feedback right after pressing G)[/p]
  • [p]Gun hitbacks are now client sided.[/p]
  • [p]Switching Items now works on client side[/p]
[p][/p][p]BUG FIXES:[/p]
  • [p]Main artifact doesnt count at the end bug is fixed[/p]
  • [p]Removed "Change mesh" object from game[/p]
  • [p]Pushing a player without kicking them bug is fixed.[/p]
  • [p]Enemies interact with keys bug is fixed.[/p]
  • [p]Sack can duplicate items bug.[/p]
  • [p]Friends button doesnt work after a friend join bug is fixed.[/p]
  • [p]Spectator ui text fixed.[/p]
  • [p]Weird animation while picking up animation while crouching is fixed.[/p]
  • [p]Picking up animation on client doesnt work[/p]
  • [p]While crouching and sliding, not falling of edges bug is fixed[/p]
  • [p]Fixed seeing head while swimming[/p]
  • [p]Fixed flame traps not working sometimes[/p]
  • [p]Fixed moving logs in DeathRun room (in full release)[/p]
  • [p]Mirrors turning slower on low fps bug is fixed[/p]
  • [p]Internet connection pop up, bux is fixed[/p]
  • [p]Squeezer trap going through the wall bug[/p]
  • [p]Weird gates in lava pit room is fixed[/p]
[p][/p][p]That was a busy ass week, and it will be even busier for the next couple of weeks, but I'm dedicated to bringing your dream Co-op Indy game to reality. [/p][p][/p][p][/p]