What changed
0 fixes1 addition2 changes0 removals
changedIntravenous 3 Intravenous 3 continues to polish and build upon various gameplay mechanics present in the first two games, and one such feature is going prone.
changedPreviously, going prone meant reducing your visibility and breaking lines of sight at the expense of total vulnerability, should combat find you.
addedSteam post image Intravenous 3 builds upon prone by allowing the player to use all weapons and most gadgets while laying down. This presents not only new possibilities for combat, but also stealth - no longer do you have to get up to use the HSR-EMP or any other gadget that disrupts electrical devices. Steam post image This means more possibilities when it comes to picking the right approach to any situation, while maintaining full combat readiness should an enemy spot you at the most inopportune moment. However, prone is not without it's drawbacks, and once you start reloading a weapon you commit to finish the reload fully. Steam post image One other introduction is the ability to vault over low objects and climb over tall objects. In Intravenous 1 & 2, the player could only vault over certain low walls and climb over certain high walls. In Intravenous 3 it is now possible to vault and climb over most objects. Steam post image From a level design perspective, this means that players will be presented with more opportunities to slip by undetected - no longer should you look at an open window as your only path forward, or rely on prone and sticking to the shadows to make the next move. Thank you for reading today's devlog, and stay tuned for the next one!
Intravenous 2 changes
changedIntravenous 3 Intravenous 3 continues to polish and build upon various gameplay mechanics present in the first two games, and one such feature is going prone.
changedPreviously, going prone meant reducing your visibility and breaking lines of sight at the expense of total vulnerability, should combat find you.
addedSteam post image Intravenous 3 builds upon prone by allowing the player to use all weapons and most gadgets while laying down. This presents not only new possibilities for combat, but also stealth - no longer do you have to get up to use the HSR-EMP or any other gadget that disrupts electrical devices. Steam post image This means more possibilities when it comes to picking the right approach to any situation, while maintaining full combat readiness should an enemy spot you at the most inopportune moment. However, prone is not without it's drawbacks, and once you start reloading a weapon you commit to finish the reload fully. Steam post image One other introduction is the ability to vault over low objects and climb over tall objects. In Intravenous 1 & 2, the player could only vault over certain low walls and climb over certain high walls. In Intravenous 3 it is now possible to vault and climb over most objects. Steam post image From a level design perspective, this means that players will be presented with more opportunities to slip by undetected - no longer should you look at an open window as your only path forward, or rely on prone and sticking to the shadows to make the next move. Thank you for reading today's devlog, and stay tuned for the next one!
Intravenous 3 Intravenous 3 continues to polish and build upon various gameplay mechanics present in the first two games, and one such feature is going prone.
Previously, going prone meant reducing your visibility and breaking lines of sight at the expense of total vulnerability, should combat find you.
Steam post image Intravenous 3 builds upon prone by allowing the player to use all weapons and most gadgets while laying down. This presents not only new possibilities for combat, but also stealth - no longer do you have to get up to use the HSR-EMP or any other gadget that disrupts electrical devices. Steam post image This means more possibilities when it comes to picking the right approach to any situation, while maintaining full combat readiness should an enemy spot you at the most inopportune moment. However, prone is not without it's drawbacks, and once you start reloading a weapon you commit to finish the reload fully. Steam post image One other introduction is the ability to vault over low objects and climb over tall objects. In Intravenous 1 & 2, the player could only vault over certain low walls and climb over certain high walls. In Intravenous 3 it is now possible to vault and climb over most objects. Steam post image From a level design perspective, this means that players will be presented with more opportunities to slip by undetected - no longer should you look at an open window as your only path forward, or rely on prone and sticking to the shadows to make the next move. Thank you for reading today's devlog, and stay tuned for the next one!
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