New Gadget!

Drone.

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With some knowledge one can program it to perform useful tasks.  For now only one (lot more to come): it will generate a kinetic shield every 60 seconds for the whole squad. With such a tool, your longevity on the battlefield is considerably longer!

But, beware, your foes could well possibly own one!

It is very fragile, few hits will destroy it, though… And upon destruction, not only you loose its benefits but it also explode… better run, then!

Here we can see Jack and his squad using it :

As usual, a lot of bugs fixes, tweaks, improvement… and new issues. I’m particulary happy to have tracked down and killed an old crash… Thanks the drone, with it I could test some shootout against dozens of baddies, that made easier to reproduce the faulty method!

No really sexy screenshot to show this week! 

Thanks everyone who read this, and everyone who play! Don’t hesitate to share impressions, feedback, ideas, bugs, hugs and anything you wish! It really helps!

Until next week!

Play the current version : ShootOut

The New Toy in Town!

The Syringe Gun

It’s a kind of gun spiting chemical toxin darts. Usefull to apply effects, positive or negative.
Here we can see Violette aplying a heal to her squad mate Maron. Jack, the player, covering the open door backward.

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Hey !

Today a new toy has arrived, both for player and Bots. Be it friendly or not. It adds a good amount of survivability!

The Syringe Gun can totally turn the tide, silently applying various chemical effects (for now poison and heal)!

How to use it:

I’s like a gun, with 40m range, it launches a dart with chemical in perfect silence. To switch betwin the diferent toxins Reload while already loaded(this will cycle the toxins). To perform a heal to self pull the trigger whithout aiming.

Also I removed the ability for bots to perform headshots, was not really fun to be one shot! Even if it was quite rare. The counterpart is I augmented the chance for ennemy spawn in dungeons by 10%.

As I had to dive into the AI logic for it to use the new toy, I did a lot of tweaksand cleaning there. There is still some work to perfect it though!

Please, enjoy the current version, send me some feedback, opinion, ideas, reviews, hug or kisses!

Until next week!

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Playgrounds!

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The Pink Kitty Club is opening its doors! Of course there is still plenty of work to do, well at least there are dancers!

No music or drinks yet, it will come.

I also worked on integrating a procedural level system, thanks DungeonArchitect from Code Respawn!

It’s still rough, but the main layout is working, there is an entrance and an exit, and of course some fiends to dispatch!

Find out in the Shuttleport.

Beware, they can be deadly. More to come next week 🙂

Last but not least, a multitude of bug fixing, tweaking, tuning…

Well that’all folks! Not many talk this week, I’m quite tired : I screwed the AI code, lost one day to screw it more and finally had to reset to the last working commit which hopefully was 12 hours before 🙂

Still, screwing like that the day of the build is not quite the fun!

Thanks for reading, and playtesting! Please leave bug report, feedback and opinion! It is always usefull and appreciated!

If you got questions or wanna talk, don’t hesitate to join me on any channel I feed!  Special mention for the itch.io page!

Shuss!

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Kaboom!

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Hello !

This week was quite complicated. I found out that the previous build introduced a whole lot of bugs. In fact almost nothing worked as intended. I found out that from now on i’d need a whole day, at least, to test the game and check everything is working as expected. That will be my new schedule, the week is 4 days long to add features, 1 day to test, publish and comunicate… and the week-end to clean the code.

Oh well, anyway! 

  • Grenades! I could implement the grenade. My goal was to implement more version : Smoke grenade, Poison, flash etc. But due the fact I had to debug so much I had no time. Nevermind, the main grenade system is running, it shouldnt be hard to add diversity 🙂

To access them (when you looted some of course) : Keyboard G Gamepad D-Pad Left!

Another one for the fun:

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You gotta work what you got

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Hello everyone !

Squad/Team Management

Squad is defined as your partners in the field, Team is defined as the pool of buddies you lead be it in your squad or at your HQ.

Today I solidified the Squad System. Improving AI response and added a dedicated window for Squad Mamnagement in the GameMenu (Esc/Gamepad Special Left). There you can:

  • Release : send the bot back to your starting spawning point. In the future there will be requirement to access this: you will need a HeadQuarter, a certain Rank in Leadership and a bot Rank 2+.
  • revoke: fire the bot forever
  • Select a weapon for the bot to use. This will also be restricted in the future.

Skill & advancement

Introducing the base of the skill system. There are a total of 6 skills, 2 for each categories which are : Physical, Mental and Spiritual.

  1. FireArms will improve your personal ability to use these weapons and unlocks them.
  2. CloseCombat, same as above
  3. Science for the use of biological and chemical tools such as poisons, heal, crowd control…
  4. Technic for the use of high technology tools such as drones, terminal hacking, Hitech weapons…
  5. Speech will help you seduce, bribe, threaten and bargain.
  6. Leadership will be needed to grow a large and healthy crowd to help you.

Journal

I began to work on a journal to display your advancement in the story, it is dispayed here and also on the MainMenu.

+

A good part of this week was working on the UI. I cleaned it a lot, and made it as flexible as I could to be able to beautify it later. 

You’ll notice the new Icons in place of texts in the Hud.

Please leave feedback, impressions, bug reports, streamed session, kind words! It is really appreciated, usefull and encouraging!

It is mandatory to delete any previous SaveGame, sorry for the trouble.

I made change in the Save System adding new variables, deleting others ect. This will be usual in this early phase, sorry again.

Thx for reading 🙂

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Squad Orders & Fixes ‘n Tweaks

Hey!

This week is about whole lotta fixes and tweaks. And some additions.

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Added

  • Squad Order System.

Squad will be a key feature in the final game. There will  squad management, and leveling system for them later. Some Player “build” (when the skill system will be up and running) could be centered on that aspect instead of personal fighting capacity, or even both.

  • Added Save of Squad Members appearance.

 You’ll keep your buddies as they are wherever you go.

For now there are 4 orders :

  • Stay
  • Follow
  • Advance : Bots will try to stay in front of their leader
  • Retreat : Bots will try to stay behind their leader

To access Squad order the default input is F for Keyboard and GamePad Right Shoulder

If you already played the game you’ll have to access the settings->Controls to initiate it :

Also, Mouse/Keyboarders can use shortcuts Numpad1, Numpad2, Numpad3, Numpad4 (will eventually be rebindable).

Fixes

  • Crash to desktop in some occurence on killed Bot
  • Fixed AI hearing Sense, they will be more responsive beware
  • Fixed an annoying little bug preventing from waking up from bed

I discovered that the save system was kinda screwed some assets would save once and never again.  Not really visible until you played a while.

  • Food PickUps  and Bots will now respawn as intended.
  • Ennemy Waves will now be saved correctly.

Tweaks

  • Added a Message when Ennemy are spawning (thx Invadererik)
  • Added Ammunitions description for spawned bots drops (thx invadererik again)

Voila for this week!

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A big thanks for all who read, a bigger to those who played, an even bigger for those who left feebacks and bug reports!