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Changelog for Definitely Sneaky But Not Sneaky 1.0.3

A new update was rolled out last night that should fix some issues you may or may not have noticed along with introducing a few new features! With this update comes a week-long sale of 30% on the Steam store from 4/22/19 - 4/29/19 so if you are looking to pick up the game, now is your chance.


Features:
  • The second difficulty has finally been completed; enjoy trying to beat those last few levels! The total level count is now at 288.
  • Added a laser sight toggle to all firearms for more accurate aiming. To enable, press 'TRIANGLE' or 'Y' on your controller or press the 'F' key on the keyboard.
  • A splash screen is now shown before the main menu that recommends using a controller.
  • Many levels were given another coat of polish; objects were moved slightly and some lights were removed. This was done for aesthetic and performance reasons.


Bugs fixed:
  • Different monitor refresh rates no longer affect gameplay. Before, the different refresh rates would affect character movement, rotation, and animation speeds.
  • The enemy that chases you with the bat no longer tries to infinitely chase your dead body after death. He now stands still and contemplates life as he should.
  • Bullets do not collide with doors when they are closing. Before, a second collider was present on the door that would remove bullets if you shot while the door was opening.
  • Raycasting for melee weapons has been tweaked so it should be easier to melee enemies. Before, it was harder to successfully melee an enemy.
  • The noise that plays when your gun is out of ammo has been slowed down. Before, if you were out of ammo and held down the trigger, the noise would play very quickly and would get annoying.
  • The Player UI (P1, P2, P3, P4) does not show itself until the main menu appears. Before, it would show itself during the splash screen.
  • The VFX flickering of candles/light sources has been lessened. Before, some people complained about the intensity of the light flickering.
  • The second main menu song's volume has been slightly lowered. It was slightly too loud before.


Optimizations:
  • Enemy colliders are properly removed after death. Before, some colliders were not removed because of an indexing mistake. This should improve performance as fewer physics objects need to be updated.
  • Changed the mesh count of all characters from 11 to 1. This reduces the number of draw calls and should improve performance.
  • Enabled GPU skinning for supported hardware. This should take some strain off of the CPU.


Hopefully, those of you who have played the game enjoy and notice the new features! There are some more features currently in the works that will be coming out shortly such as:
  • Online P2P multiplayer (!).
  • A 'How to play' menu for better instructions.
  • A 'Social' menu for Twitter, Discord, and other social channels.


Remember, I am always looking for feedback or ideas. If you ever have any, do not hesitate to reach out to my Twitter or Gmail ([email protected])! Keep your eyes out for the next update!