One last thing, forgot to mention changes to UI and relay cam... Relay Cam As 3rd and first person exists in this game, I've polished the relay cam and the cam state switches.
Full notes
Full Neon Valley: Revenge update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions3 changes0 removals
UI and audio
Gameplay
changedOne last thing, forgot to mention changes to UI and relay cam...
addedPlayer Changed the third person cam UI from screen to world space. This is in order to better represent that it's a drone camera which follows the player. Also added a 360 degrees compass circling the player. This is to better communicate directions when cooperating and will be more useful down the line when teams are added.
addedAim proximity warning Added a warning sign for weapon barrel too close to wall. As the gun aims towards where the camera is centered sometimes objects obstruct the line of sign from the gun. Hence the proximity warning.
addedMap UI Added worldspace UI for Mainframe map features. Press F to toggle them on/off. This is also used for objectives on the map. As well as
changedEnemies Enemy detection UI. Gives distance info for attack drones and enemy players. The virus has UI which signals its attack, defense and neutralized states.
changedCompass for objectives Made a smoother real-time compass arrow to guide players towards objectives. Such as the direction to go for the hill, virus quarantine and more. Whoever is interested in lists, continue. If not, you've been warned. Lists 'n' stuff: UI - UI for drone spawn location for invader mode - UI for breach in the sky - UI for for debris and their height - Number UI for ammo in 3rd person - Increased quality of scoped crosshair UI - Changed crosshair UI - Added hints in loading screen - Added loading screen for Mainframe too - Added scoreboard above game map for spectators - Slider UI for movement gadget - Next button for end game. It takes you to a sort of bonus round - Changed multipass design - Added text to multipass reward types - Fixed /votemode /votemap showing up in chat Gameplay - Recoil reworked. Recoil before shot in random patterns with a max spread. Decided to try out a different system where bullets always go to the center and each shot displaces camera according to recoil value - Slowed down base movement speed, increased movement speed in air after walljump. Promoting walljumping to cover distance and for repositioning - Changed hitboxes. No longer single full body hitbox and using relative height when shot for headshots. Now there are separate hitboxes for the limbs, torso and head - Changed ricochet angle for combat rifle, will now bounce at 90 degree angles - Fixed gravity multiplier particles - Added forward dash, only when in air - Virus enemy resets target when it makes a kill - Waypoint boost tunnels fixed - Map/mode change not always synchronizing for joining player now fixed with new game sync script. On join it updates the game mode state for joining player. - Fixed teleportation portals infinitely looping - Made movement gadget timer refresh instead of ammo - Fixed rotating shield collisions - Auto adjust number of weapons equip for scrolling and weapon switching - Fixed bullets spawning inside you if moving too fast - Fixed connection error when joining room too fast - Fixed all weapons equipped on client - Reworked ground detection - Used that ^ to have walking up/down slope affect movement speed - Fixed grapple hook bouncing off some objects that it should hook to
Neon Valley: Revenge changes
changedOne last thing, forgot to mention changes to UI and relay cam...
addedPlayer Changed the third person cam UI from screen to world space. This is in order to better represent that it's a drone camera which follows the player. Also added a 360 degrees compass circling the player. This is to better communicate directions when cooperating and will be more useful down the line when teams are added.
addedAim proximity warning Added a warning sign for weapon barrel too close to wall. As the gun aims towards where the camera is centered sometimes objects obstruct the line of sign from the gun. Hence the proximity warning.
addedMap UI Added worldspace UI for Mainframe map features. Press F to toggle them on/off. This is also used for objectives on the map. As well as
changedEnemies Enemy detection UI. Gives distance info for attack drones and enemy players. The virus has UI which signals its attack, defense and neutralized states.
One last thing, forgot to mention changes to UI and relay cam...
Relay Cam As 3rd and first person exists in this game, I've polished the relay cam and the cam state switches. It should have a smoother transition now to avoid disorienting the player.
Player Changed the third person cam UI from screen to world space. This is in order to better represent that it's a drone camera which follows the player. Also added a 360 degrees compass circling the player. This is to better communicate directions when cooperating and will be more useful down the line when teams are added.
Aim proximity warning Added a warning sign for weapon barrel too close to wall. As the gun aims towards where the camera is centered sometimes objects obstruct the line of sign from the gun. Hence the proximity warning.
Map UI Added worldspace UI for Mainframe map features. Press F to toggle them on/off. This is also used for objectives on the map. As well as
Enemies Enemy detection UI. Gives distance info for attack drones and enemy players. The virus has UI which signals its attack, defense and neutralized states.
Scoring Killing enemies will show off your score for everybody to see.
Compass for objectives Made a smoother real-time compass arrow to guide players towards objectives. Such as the direction to go for the hill, virus quarantine and more. Whoever is interested in lists, continue. If not, you've been warned. Lists 'n' stuff: UI - UI for drone spawn location for invader mode - UI for breach in the sky - UI for for debris and their height - Number UI for ammo in 3rd person - Increased quality of scoped crosshair UI - Changed crosshair UI - Added hints in loading screen - Added loading screen for Mainframe too - Added scoreboard above game map for spectators - Slider UI for movement gadget - Next button for end game. It takes you to a sort of bonus round - Changed multipass design - Added text to multipass reward types - Fixed /votemode /votemap showing up in chat Gameplay - Recoil reworked. Recoil before shot in random patterns with a max spread. Decided to try out a different system where bullets always go to the center and each shot displaces camera according to recoil value - Slowed down base movement speed, increased movement speed in air after walljump. Promoting walljumping to cover distance and for repositioning - Changed hitboxes. No longer single full body hitbox and using relative height when shot for headshots. Now there are separate hitboxes for the limbs, torso and head - Changed ricochet angle for combat rifle, will now bounce at 90 degree angles - Fixed gravity multiplier particles - Added forward dash, only when in air - Virus enemy resets target when it makes a kill - Waypoint boost tunnels fixed - Map/mode change not always synchronizing for joining player now fixed with new game sync script. On join it updates the game mode state for joining player. - Fixed teleportation portals infinitely looping - Made movement gadget timer refresh instead of ammo - Fixed rotating shield collisions - Auto adjust number of weapons equip for scrolling and weapon switching - Fixed bullets spawning inside you if moving too fast - Fixed connection error when joining room too fast - Fixed all weapons equipped on client - Reworked ground detection - Used that ^ to have walking up/down slope affect movement speed - Fixed grapple hook bouncing off some objects that it should hook to