Full notes
Full Nightmare Party update
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What changed
- Gameplay
- UI and audio
- Maps
Nightmare Party changes
I'm actively refactoring and adding new features to the game, this is the progress I've made in the past few months.
2 new SMG weapons (a slower (600 rpm) and a really fast (1100 rpm)) * bullet penetration, you can shoot through objects (like doors) and the enemy (damage is decreased depending on the penetrated surface) * weapon damage drop off, each weapon has a unique damage drop off curve (more distance = less damage) * each weapon has a maximum range from now on * weapon damage and recoil balancing * if you hit an enemy, a hit marker is displayed, similar to COD * House map is more or less finished (including riddles and game flow) * code riddles, code openables, sacrifice openables * 2 more blind minion characters, there are 3 this way * fat mutant minion with 3 types (slow with high HP and damage, medium with medium HP and damage, fast with low HP and lower damage, they spawn randomly) * reworked item spawning (loot) * the environment changes as the players reach stage 4 (there are 5 stages, music is played when stage is increased) * arms on walls, they damage you if you go near them, but you can shoot them to make them disappear * sound design improvements, mostly for weapons * candles, if the power is off, you can ignite / extinguish them, they run out over time * clue radios, you can turn them on / off, change the channel, they might contain codes for locked openables, a voice reads the codes (code clues are totally random, they can be wall messages, inspectables and radios) * lots of bug fixes * lots of performance improvements
I'm currently working on: * 2 assault rifles * Metro map * atmosphere * multiplayer refactorings * game feel * UI, interactions * enemy and loot balancing * bug fixing
Here are some screenshots of the metro map (still WIP):
Source
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