Devlog #3 | April Public Build
MDT: Make it or Die Trying » Devlog

This is a change log, containing repeated mention of content of previous Supporter Builds + new stuff.
Changelog:
Levels:
- c0a1. You can test the second level of the campaign. It introduces you to ceiling turrets, armor, pm9 and much more!
Weapons:
- RFB-II. A fast attacking knife with relatively low damage, that is able to apply either bleeding or heavy bleeding, depending on the attack type.
- PM-9 EG. Yes, that exact Evil Gun. Even tho it's a meme it fits pretty well to the whole scavenger aesthetic. First ever SMG btw.
Armor:
- Welder Mask.
- Dragon Skin Sheet Metal Armor.
- Guard Vest & Helmet. Currently can only be equipped via the cosmetics menu
- Scrap Mask
- Steel Plate Vest
Enemies:
- Ceiling Turret. Just your regular turret. You step in it's detection range - it shoots.
- 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
- Small secret movement mechanic that will allow you to go up to 200% faster ( ͡° ͜ʖ ͡°)
- Throwing Melee Weapons. Hold G after equipping the Weapon, and release it to throw. Thrown Melee Weapons use the attack damage of the primary attack. If it bounces off an enemy and hits another one, the damage is increased by 10% of the initial value. Will stop hitting enemies if collides with anything else
- Enemy Stunning. Enemies can only be stunned by receiving damage from a melee weapon, thrown or not. The stun chance depends on how high the damage is and can also stack, eventually fading away back to 0. Stunned enemies cannot do anything for some time (besides climbing ladders, forgot to disable that). Attacking enemies that don't see you has a 100% chance of stunning them
- Bleeding & Status Effects. Status Effects can be applied only by Melee Weapons, for now. They can stack, but only on the Enemies, the Player can only have one of every type. Currently there are two Effects: Bleeding and Heavy Bleeding, where the heavy one lasts twice as long and deals more damage per tick. Crowbar and RFB-II are the only two weapons that have a chance of applying a status effect. You can notice it happening when a special sound effect plays accompanied by a big blood particle effect. Also has special on-screen effects for when an effect has been applied to the player. Using the default medkit removes all Status Effects
- In-Game Password protection. The password protection is now inside of the game itself. Didn't think about anti-viruses not being able to scan the contents of an encrypted archive
- Weapon Spawner Menu. The menu can be found by pressing the ~ key while in a level. There you can find all the weapons that are currently in the game, sorted by types. Giving yourself a Weapon will replace the one you are currently holding. This window can be dragged around, same for the Player Customization Menu
- Huge improvements to ragdolls (thanks to https://filipex2000.itch.io/). He provided me his custom hinge joint which made angular limits possible, no more heads spinning 360 degrees! Besides that, the issue of ragdolls jumping on freeze frames was fixed too. Random occurrences of ragdolls glitching out and flying out of the map, causing massive lag and other problems - was seemingly fixed. I did not apply any direct fixes to that issue tho, i worked on the knockback being applied wrongly and that seems to have fixed this thing.
- Armor System. Armor classes work pretty much the same as in tarkov, but a bit simplified. No crazy ass bullet fragmentation, just armor levels and blunt damage. Armor pieces protect only some areas of the body, similar to how gibing works - it's just a range of degrees. The player has no way of equipping armor right now, except for the cosmetic manager.
- Corpse Cleanup. Can be changed in the settings menu, as well as the decal limits.
- 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.
- Bypassing the password screen.
- Discord Rich Presence. Shows what level you are playing on and your equipped weapons.
Visuals:
- Changed the jump and fall animations. The player now slowly tilts in the opposite direction while in the air
- Changed enemy's hit impact animation to have more impact
- Optimized explosive barrels by removing some particles and the air distortion effect. Turns out the particles lagged the game even if they were not activated.
- Melee weapons now can have blood decals applied to them, clears when the weapon is dropped.
- Doors now have animations.
- New props and tilesets for the lab. You can see most of them at the start of the first level. It is just a fraction of the amount of things i want to draw.
- 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
- Shell Sound and Particles when picking up Ammo
- Game Icon. Not final, will change in the future.
Sound:
- Player Impact Sounds Tweaks:
- Added delay
- Lowered the pitch for headshots
- Lowered the volume for non-critical hits
- Distortion Effect For Low Health
- Smooth Ambient Transition by distance to edge
- Loading & Respawn Music
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).
Balance:
- Flesh Raiders should be more aggressive now
- Added a parameter to Melee Weapons that will determine if an enemy should stop when attacking. For example they will stop when attacking with a Metal Pipe, but won't when using a Knife
- 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:
- Janky ass solution to the issue of enemy ragdolls sometimes flying really far away off the map. The ragdoll will be deleted if that occurs.
- Enabled back flesh raiders' death sound. Forgot to do that after AI rework
- Blocking should work properly now, no attacks going through after the first blocked hit
- You can now reload Weapons when they are inside of a wall
- You are now able to immediately attack, after a successful parry, no need to wait for the return animation to end.
- Fixed missing hands in the awake animations
- Rooms are now hidden until you need to see them
- Grouped most numerous props in to canvas groups
- Tool_RayCaster now holds the logic for processing bullets. Before the code was just duplicated from the Weapon script when needed.
- Added current supporters to the Main Menu
- 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
- Explosive barrel penetration fix
- Fixed ammo container not loading properly sometimes
- Fixed the sound distortion/disappearing bug
- Faster pickup time for melee weapons and thrown melee weapons
Engine & Editor (for 0.5 people that are going to unpack the game):
One small step for a build, one giant leap for modding in the future
- Applying and removing awake animations is now visible in editor
- Some items (weapons, attachments, etc.) have been restructured to have all their contents be in corresponding resources folder.
- Made an editor tool that allows for easy creation of new items, for now it's only Weapons. Creates all the necessary scenes and folders for you.
- Another editor tool that generates a pa_weaponslot scene from a mixdown image
Files
[LATEST] Public 3 April 2025.zip 217 MB
3 days ago
Get MDT: Make it or Die Trying
MDT: Make it or Die Trying
A love story with no good ending
Status | In development |
Author | solidp_ |
Genre | Action, Shooter |
Tags | 2D, Atmospheric, Gore, Post-apocalyptic, War |
More posts
- Surface? | Supporter Build 335 days ago
- Guard Up | Supporter Build 263 days ago
- Throwing, Slashing, Bleeding | Supporter Build 194 days ago
- Devlog #2 | December Public BuildDec 12, 2024
- Firest Devlog & First Public Build!Jun 19, 2024
- MDT | Pre-Awakening UI Health & AmmoMar 04, 2024
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