Some gameplay polish for this week and it took a bit longer as I am reworking a lot of my systems for future use.
Full notes
Full Neon Valley: Revenge update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix0 additions0 changes0 removals
Performance
fixedSome gameplay polish for this week and it took a bit longer as I am reworking a lot of my systems for future use. Had to set up a lot of things for new game modes, the way weapon scripts are handled and setting up scripts for the settings. Still working on sword mechanics and animations, this will take a while. But in the mean time I am working on quality of life things, as well as setting up new game modes and what not for the free demo release. Anyway heres a list of what I've been up to! Fixes: - Fixed F for melee not doing damage. - Rotating shields not blocking things should now be fixed. - Teleport grenades were not teleporting people. - Weapons were not properly showing up, especially the movement gadget. - When switching shoulders bullets were not firing properly centered. As if they were offset. This should be fixed but I think there is still an issue with the Railgun having some sort of offset shooting bug. Changes: - Lava mode now has objectives. Like playing lava mode in real life, you have to get from place to place. You get more points for reaching further areas and I will be adding deeper mechanics that reward you for saving other players from certain death. As well as rewards for more people reaching the point. Giving a mix of co-op and competitive. This is the start of lots of game mode changes where I want to experiment with positive/inclusive competition rather than going down the toxic competition route. - Visual changes to the bullets. Got rid of the blocky bullets and replaced them with sexier VFX looking things. - Reworked the bullet spread mechanics. Before they were like fortnite which was a fast implementation and I hated it. Now its more like a standard fps where the more you spray the more it goes everywhere. But controlled bursts and proper timing between shots keep bullet accuracy. - When you switch shoudlers the character actually switches sides now too! There is still an issue where the shoulder obstructs view when looking in certain angles though. This will be ironed out soon! Additions: - Game mode gates in the Mainframe. This will be used to implement mini games inside the Mainframe that can be played solo or co-op. This will be used in the regular game modes so solo players wont be left empty handed. - More hints for the hints menu! As mentioned there were a lot of hidden system additions and changes which are setting things up for bigger updates in the future! So stay tuned for what I have planned hehehehe
Neon Valley: Revenge changes
fixedSome gameplay polish for this week and it took a bit longer as I am reworking a lot of my systems for future use. Had to set up a lot of things for new game modes, the way weapon scripts are handled and setting up scripts for the settings. Still working on sword mechanics and animations, this will take a while. But in the mean time I am working on quality of life things, as well as setting up new game modes and what not for the free demo release. Anyway heres a list of what I've been up to! Fixes: - Fixed F for melee not doing damage. - Rotating shields not blocking things should now be fixed. - Teleport grenades were not teleporting people. - Weapons were not properly showing up, especially the movement gadget. - When switching shoulders bullets were not firing properly centered. As if they were offset. This should be fixed but I think there is still an issue with the Railgun having some sort of offset shooting bug. Changes: - Lava mode now has objectives. Like playing lava mode in real life, you have to get from place to place. You get more points for reaching further areas and I will be adding deeper mechanics that reward you for saving other players from certain death. As well as rewards for more people reaching the point. Giving a mix of co-op and competitive. This is the start of lots of game mode changes where I want to experiment with positive/inclusive competition rather than going down the toxic competition route. - Visual changes to the bullets. Got rid of the blocky bullets and replaced them with sexier VFX looking things. - Reworked the bullet spread mechanics. Before they were like fortnite which was a fast implementation and I hated it. Now its more like a standard fps where the more you spray the more it goes everywhere. But controlled bursts and proper timing between shots keep bullet accuracy. - When you switch shoudlers the character actually switches sides now too! There is still an issue where the shoulder obstructs view when looking in certain angles though. This will be ironed out soon! Additions: - Game mode gates in the Mainframe. This will be used to implement mini games inside the Mainframe that can be played solo or co-op. This will be used in the regular game modes so solo players wont be left empty handed. - More hints for the hints menu! As mentioned there were a lot of hidden system additions and changes which are setting things up for bigger updates in the future! So stay tuned for what I have planned hehehehe
Some gameplay polish for this week and it took a bit longer as I am reworking a lot of my systems for future use. Had to set up a lot of things for new game modes, the way weapon scripts are handled and setting up scripts for the settings. Still working on sword mechanics and animations, this will take a while. But in the mean time I am working on quality of life things, as well as setting up new game modes and what not for the free demo release. Anyway heres a list of what I've been up to!
Fixes
- Fixed F for melee not doing damage. - Rotating shields not blocking things should now be fixed. - Teleport grenades were not teleporting people. - Weapons were not properly showing up, especially the movement gadget. - When switching shoulders bullets were not firing properly centered. As if they were offset. This should be fixed but I think there is still an issue with the Railgun having some sort of offset shooting bug.
Changes
- Lava mode now has objectives. Like playing lava mode in real life, you have to get from place to place. You get more points for reaching further areas and I will be adding deeper mechanics that reward you for saving other players from certain death. As well as rewards for more people reaching the point. Giving a mix of co-op and competitive. This is the start of lots of game mode changes where I want to experiment with positive/inclusive competition rather than going down the toxic competition route. - Visual changes to the bullets. Got rid of the blocky bullets and replaced them with sexier VFX looking things. - Reworked the bullet spread mechanics. Before they were like fortnite which was a fast implementation and I hated it. Now its more like a standard fps where the more you spray the more it goes everywhere. But controlled bursts and proper timing between shots keep bullet accuracy. - When you switch shoudlers the character actually switches sides now too! There is still an issue where the shoulder obstructs view when looking in certain angles though. This will be ironed out soon!
Additions
- Game mode gates in the Mainframe. This will be used to implement mini games inside the Mainframe that can be played solo or co-op. This will be used in the regular game modes so solo players wont be left empty handed. - More hints for the hints menu! As mentioned there were a lot of hidden system additions and changes which are setting things up for bigger updates in the future! So stay tuned for what I have planned hehehehe