Surface? | Supporter Build 3


This is a montly Supporter only build, available on https://boosty.to/solidplasm

A lot of bug fixes. New Enemy type and a 99% finished second level.

Changelog:

Levels:

  • Pretty Much Finished c0a1

Armor:

  • Scrap Mask & Steel Plate Vest. Currently can only be equipped via the cosmetics menu 

Enemies:

  • Shield Unit. Present at the end of c0a1. Enemies take cover behind him. Can charge, bash and punch. The glass of the shield can be shot trough.

Mechanics

  • Crouch Jumping
  • Weapon State Machine. Changing behavior of weapon conditions (canShoot, canReload, canPunch, etc.) to a state machine. Should fix most of the issues with animation transitions and allow for quicker change of actions (f.e. not being able to aim after a reload and now being able to block during melee attack recovery)
  • Melee Improvements:
    • Fixed input queue not working
    • Swapping firearm punch for the new AttackArea for better consistency
  • Pulley / Zipline. Present in the c0a1 level. The yellow one launches the player up, while the blue one stays still. You cannot reload or switch weapons while holding on to a pulley.

Visuals:

  • The interact prompts now lerp and rotate away from the player
  • Another light rework for c0a0, improving the overall performance on the level.
  • Added idle camera shake
  • Added options to change the amount of camera shake for each layer in the Settings Menu

Performance:

  • Blood & Impact Particles rework:
    • Replaced CPU Particles with GPU
    • Reduced the chance to spawn physical blood particles
  • Image Mask Generation Optimization (BG and FG masks). The loop through mask tiles only happens once now. The mask’s scale no longer get’s multiplied by 32, instead the sprite itself has the size of 32x32. Image compression was changed from RGBA8 to LumAlpha8. In the end the mask now weights <5MB for big maps, instead of 1.5 GB. Generated masks now get saved to the checkpoint data, so the generation only happens once at the start of the level (should theoretically speed up loading times, but i haven't noticed any changes).

Sound:

  • Player Impact Sounds Tweaks:
    • Added delay
    • Lowered the pitch for headshots
    • Lowered the volume for non-critical hits

Balance:

  • Improved Humanoid's spotting abilities. Visibility raycasts now update each physics frame when the enemy remembers player, otherwise it’s on a timer. Before it was always on a timer, resulting in raycast positions updating too slow and enemies loosing sight of the player, especially during movement, even when he was right in front of them.
  • AI_Hearing Improvements. Before the lastKnownPlayerPos was updating from every heard shot, resulting in enemies looking down at their guns. Now it only happens if the enemy doesn’t remember the player.
    Same for footsteps, but now the position is updated only when the enemy doesn’t see the player.
  • Changes to Enemy Weapon Drops:
    • The loaded ammo of a dropped weapon is now equal to 30-50% of the amount they had on death, instead of 100%
    • Fixed and Amplified the impulse of a weapon drop. Now they jump out of the hands with a bit of rotation
Bugs & Tweaks:
  • Fixed kit start weapons still spawning even if transition data was present
  • Fixed issues related to OnScreenEnabler2D nodes:
    • Turrets no longer stop working when off-screen
    • Enemy hurtboxes no longer get disabled when off-screen
  • Change Dropped Weapon Ammo to Give to a Resource
  • Fixed Flesh Raiders having wrong ai mixer weights assigned to them
  • Enemy Group Spawners now spawn over multiple frames
  • Fixed Enemies look offset being too high when loosing sight of the player
  • Increased the offset of nav__lastKnownPlayerPos coming from footsteps to be chest high, instead of being on the floor
  • Fixed Issues related to enemies flipped to left:
    • Fixed Dropped Weapons on death Not Flipping Properly
    • Applying an impulse to the dropped weapon
    • Fixed Hats not flipping
  • Fixed Enemies death state not loading from a checkpoint properly
  • Fixed Moving Props pulling player (again)
  • Fixed Enemies using NavLinks when stunned

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