Devlog #4 | August Public Build


This is a change log, containing repeated mention of content of previous Supporter Builds + new stuff.

Changelog:

Levels:

  • Armory (c0a2). You can test the third level of the campaign. It introduces you to wearable armor, grenades, cutscenes, a double jump, new enemies and much more!

Weapons:

  • PM-YB. The yam beater. A single shot slam-fire shotgun, wielded by the new Grenade Unit (because making them have the R870 is too much for now)
  • GHM9-C. Plain good modern SMG. 30 round mag, 900 rpm. Eats bullets like a hog, only problem is that you can't carry lots of them yet :P.

Cosmetics: 

  • M10 Balistic Vest. Worn by the new Grenade Unit. 
  • Engineer Mask.
  •  Balaclava V2. White, Black and Green variants.

Enemies:

  • Grenade Unit.
  • Spider Robot

Mechanics

  • Melee Improvements:
    • Melee Weapons proc status effects with 100% chance on enemies that don't see you.
    • Melee Weapons now look for hurtboxes, instead of character collision.
    • Melee Weapons have a chance to stun the firing of a firearm wielding enemy for a bit.
    • Replaced the Grenade Slot with Melee Slot
    • Melee Weapons can now punch away grenades, launching them towards the aim direction. Launched grenades can hit enemies and detonate after 1 second if the impact happens.
    • Added a vertical boost when hitting enemies below the Player.
  • Grenades Rework. There are now 2 new slots for holding grenades. [4] - Tactical and [5] - Offensive. Grenades can now be thrown without having to equip them first. Upon initiating a grenade throw you left hand will be considered "busy" and as such you will be unable to reload, interact or grab ladders until you throw the grenade away. Currently there are 3 grenades:
    • Offensive:
      • M67. Remake of the grenade that was present in MDT since the first public build.
    • Tactical:
      • M84. Standard flashbang, stuns up close, blinds from afar.
      • EMP-G. Used to disable electronic devices. Currently can temporarily disable Ceiling Turrets. Also has a small stun effect up close. Ceiling Turrets prioritize targeting this grenade.
  • Ceiling Turrets can now be stunned, either via the EMP-G grenade, or by breaking their power box.
  • Blade Melee Weapons can now lodge into enemies if the throw was fatal.
  • Replaced Firearm Punch with a Kick.
  • Armor:
    • Player Armor System. The player now has a way of equipping armor besides the Debug Menu. Added special directional damage indicators if the hit landed on the armor.
    • Armor Stands. Able to store a helmet and a vest for the player to equip.
    • Armor Health Pickups. Armored enemies will now drop armor health pieces if the player has armor equipped.
  • Checkpoint Improvements:
    • Checkpoints no longer save debree, decals, ragdolls, gore props and misc trash. Saving it was not worth the fragility of the loading process. Even AAA games sometimes choose to not save that stuff (finished TLoU 1 recently :P).
    • Checkpoint now save cosmetics of the player.
    • Possible future rework of the whole checkpoint system. Might add back the feature of being able to load back in to the last checkpoint from the main menu.
    • Checkpoint Data is now saved locally, meaning you will be able to continue the game (from the main menu) from the last checkpoint rather than restarting the level.
    • ASYNC Checkpoint Saving. Fixes the game freezing when saving at a checkpoint and improves the saving speed in general.
    • Smoother Checkpoint Loading. Fixes some freezes during the respawn screen.
  • Added new buttons to the main and the pause menu:
    • Main Menu: Restart Level (Starts the level from the start. Basically, works like the Continue button from previous builds)
    • Pause Menu: Restart from Checkpoint, Restart Level
  • Changed the ToolRayCaster script. It now uses a single RayCast2D node to return the needed data instead of the get_world_2d().direct_space_state.intersect_ray(ray) thing.
  • Kick Additions. Added the ability to kick open doors and kick away grenades (they won't be launched the same way as if you reflected them with a melee hit though)
  • Loot Crates. Behave like the supply crates from Half-Life 2. They will spawn a random resource from a weighted pool of items, the weight of each item is based on your current status (low on health, armor, ammo or grenades)
  • Review Prompt before leaving. Agreeing to review the game will open up a google form page in your browser. It will show up for the first time you try to leave the game and will never show up again, but a review button is always available in the main menu (at the end of the social buttons list).
  • Healing Stimulator. Can be used by pressing H, heals you the same amount as the regular health kit does (100 HP). You gain stimulator charges by picking up health kits while being at full hp, 2 health kits are needed to fully charge a single stimulator. Unlike most of the new content (which is reserved for the third level of the campaign) - this mechanic is available from the start. For now the player can only hold a maximum of 1 stimulator, but you will be able to increase that amount in the future. Also this adds a base for me that i can use to add different types of stimulators.
  • Double Jump. Can only be tested on the testing_level. Works like any other double jump, but comes with a cool new torso for the player that visually tells you how many charges you have left (yes, in the future you will gain an additional mobility charge). The player will gain this ability in the third level of the campaign, with a coll ass cutscene.
  • Faction Fighting. Humanoid's code has been rewritten to be able to engage any target besides the player. This was mostly done to allow Flesh Raiders to fight robots, but will also be used to make Humanoid conflict as well.
  • Attacker Tracking. Kills now carry info about who was responsible for them. This means that fight's between AI will no longer count as player kills and as such will not produce any camera or freeze effects.
  • Augment Cutscene. Video, sounds, animation and code.

Visuals:

  • Small visual improvements to blood impact effects
  • Gore parts and dismemberment now leave blood decal trails.
  • More Left Hand animations:
    • Picking Up an Item
    • Climbing Ladders
  • Melee Weapons Animate the Owner (instead of a single "Punch" animation for every attack)
  • Improved Stunning Animations:
    • Blind Animation for the stun grenade.
    • Stumble Back and Front depending on the walking direction of the enemy. If has no space for that or if the enemy is standing still - the default stun animation will play.
    • Parry Animation.
  • Added a new low-health vignette effect.
  • Destructive Gibbing. If a body part received double the required damage for gibbing the it will be completely destroyed.
  • Updated Gore Sprites.
  • New Gore & Kill sounds and effects. Added a small zoom in with a brightness flash effect on kill and a more intense version of it with an addition of a freeze frame to a gib kill. Both can be disabled in the settings.
  • Added a build/in-engine text to the watermark
  • Motion Blur. Can be tweaked and disabled in the settings menu.

Sound:

  • SOUND BUG FIX. After so many attempts i have finally found the cause of the sound disappearing on parry issue. It was happening because i was playing 3 sounds all at the same time on a single AudioStreamPlayer2D. Now each one of those sounds has it's own player.
  • Added an option to disable Low-Health sound distortion effect.

Performance:

  • Abstracted shell spawning
  • Bullet Shells have been changed to extend CharacterBody2D instead of RigidBody2D. This change sacrifices visuals for a significant performance boost (can now have hundreds of shells without any major fps drops). (thanks to https://filipex2000.itch.io/)
  • TileMapSlicer. An editor tool i made to slice out parts of a tilemap. Before this update all my levels were a single giant tilemap, and in Godot every single tilemap cell that has a collision assigned to it behaves like a separate collision object. This means that in my level i had thousands of individual little collision objects always active. This was the main performance devourer the whole time, and it was not showing up in any of the debuggers, it was just like a hardcoded flat fps bottleneck. So i used this slicer in order to slice that main tilemap in to smaller ones for each room. And after each room gained it own tilemap i made it so that the rooms (and the physics in them) can be disabled when needed. So now the tilemap physics are only active in the areas the player is currently in resulting in a much much better performance (Only in the campaign levels though. I did not use the tilemap slicer in any of the test levels, such as bunker test). It will become even better once Godot 4.5 drops with it's chunk tilemap physics feature.

Balance:

  • Increased Knife, PM-9 and Crowbar damage
  • Made melee swap instant. Meaning you are able to attack or parry right after switching to a melee weapon.
  • Changed Humanoid's hearing range to be twice as big and have 100% notice chance within the closer third of the hearing range (~400px)
Bugs & Tweaks:
  • Removed Discord RPC because it was reportedly causing the game to be flagged as a virus.
  • Fixed bunker test missing in the build.
  • Fixed the Ammo Container issues (missing ammo on respawn, etc.).
  • Added a Cooldown on doors after the Player opens/closes them. To prevent enemies from immediately reopening them back.
  • Renamed current ammo to represent it's armor penetration capabilities (.357 -> .357 FMJ)
  • Fixed enemies being able to punch themselves.
  • Ragdolls now follow the skeleton before death.
  • Fixed UI being Misplaced with different aspect ratios.
  • Fixed enemies not properly getting the player's position when being shot at (looking back for example).
  • Hinge joints get disabled if affected nodes are sleeping
  • Disabled melee throwing on ladder.
  • Fixed c0a1 Checkpoint Bugs:
    • Elevator animation not saving.
    • Darkness not being disabled at the bottom of the elevator path.
    • Invisible Wall not activating in the last ventilation area.
  • Kicking no longer damages exploding props.
  • Fixed Player's walk animation jiterring when walking into a wall.
  • Fixed Doors not revealing rooms upclose.
  • Fixed the "Effect Preloading" stage of the Loading Screen progress bar going backwards.
  • Fixed firearms getting stuck on reload.
  • Fixed ragdoll flipping issues (again).
  • Fixed shells having no noticeable bounce.
  • Fixed melee lodging for enemies facing left.
  • Enemies now shoot through the enemy shield.
  • Fixed player's weapon being stuck when starting a reload.
  • Fixed flipped textlines on spawned enemies.
  • Fixed hotbar errors and the slot's order being wrong in some cases
  • Removed the ability to pause while loading
  • Certain animations are no longer stopped off-screen (throwing grenades for example)
  • Fixed Humanoid's sight not spotting the target properly when moving

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