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Full notes
Full ApocaShift update
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What changed
- Gameplay
- Maps
- Fixes
- UI and audio
- Performance
ApocaShift changes
March Update – Combat, Train Extraction, and New Systems
Over the past few weeks I've been focused on improving core gameplay systems and adding more depth to the world of ApocaShift.
Here's what I've been working on:
Melee Combat Improvements
Combat is getting a lot more attention.
I'm currently redesigning melee so it feels less like simple clicking and more reactive. Zombies can now enter a downed state, giving players a moment of advantage before they recover. I'm also experimenting with dodging/rolling mechanics to make close-range combat more skill-based.
The goal is to make encounters feel tense rather than repetitive.
Zombie Behavior Updates
Enemy AI has been receiving improvements as well.
Zombies now have better behavior transitions including:
Downed and recovery states
Improved grab and attack logic
More consistent animation control
Radio Scanning & Calling for Extraction Added
Use a handheld radio to scan the map for extraction signals.
Instead of fixed exits, players must actively search for frequencies while exploring.
Once a signal is found, you can call in an extraction at that location.
Train Extraction System
One of the biggest additions recently is the train extraction mechanic.
A train can arrive to extract the player from the map, but it isn't quiet. When the train pulls into the station it creates a loud sound that alerts nearby enemies, which can lead to chaotic moments as zombies converge on the area.
I've been testing different timings for:
Arrival audio
Braking effects
Enemy reaction to the noise
It's already created some pretty intense gameplay moments.
Player Customization System
A new system for character appearance customization is being implemented.
Players will be able to choose things like:
Body Type
Hairstyle & Facial Hair
Character Sex
Hair Color
These choices will save and load automatically so your character appearance persists between sessions. The UI has not been created yet, but here's a quick look at some options.
Performance Optimization
I've also been working on improving performance as the project grows.
This includes:
Optimizing VRAM usage caused by large numbers of characters and clothing assets. Lowering average VRAM usage by over 100%
Added Shadows
I've recently added dynamic shadows for both the player and zombies.
What’s Next
Next I'll be focusing on:
Continuing making melee combat feel more satisfying
Expanding the train system and extracts.
Adding more world interactions
Continuing AI improvements
Adding the UI for the character customization
Thanks for following development!
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