Augment | Supporter Build 5
MDT: Make it or Die Trying » Devlog
This is a montly Supporter only build, available on https://boosty.to/solidplasm
Actual Performance Boost, Loot Crates, Healing Stimulator, Kill Effects and much more!
Changelog:
Mechanics
- Checkpoint System Rework part 2:
- 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
- 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.

Player's Augmented Torso. The yellow indicator shows how many mobility charges are left.
Visuals:
- 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.
Performance:
- 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:
- Made melee swap instant. Meaning you are able to attack or parry right after switching to a melee weapon.
Bugs & Tweaks:
- 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.
Get MDT: Make it or Die Trying
MDT: Make it or Die Trying
/romantic/violence
Status | In development |
Author | solidp_ |
Genre | Action, Shooter |
Tags | 2D, Atmospheric, Gore, Post-apocalyptic, War |
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