Full notes
Full Operation Hardcore update
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Repeated intro
Greetings! With my current project nearing completion, it's time to start thinking about what I'll work on next. As some of you may know, Operation Hardcore was my first commercial release, and arguably, my most successful game to date. But I've also learned a lot in the past few years, and there are some things I would have done differently. So I thought to myself: what would Operation Hardcore look like if I were making it today? 🤔
What changed
- Maps
- Gameplay
- UI and audio
Operation Hardcore changes
To that end, I'm pleased to share my plans for Operation Hardcore v2.0! It's not going to be a sequel as such, but rather, a reimagining, including:
A map screen
Dual wielding
A grenade launcher
A dash or roll move
Climbing (ladders)
More wave-based fights
Less linear levels (i.e. not just left to right)
Tile-based map destruction
Improved animations (using 2D skeletal animation)
Improved enemy behaviours, additional enemy types
Improved audio (FMOD audio engine)
I actually started prototyping some of these ideas long ago, and I've started R&D on others more recently.
This update will of course be completely free to all owners, and you'll start seeing some initial progress towards this early next year.
Along with this I also hope to give the Switch version the love it deserves: I'm working on securing a dev kit so I can actually make updates myself (vs relying on a publisher).
I'm really excited to see where I can take this thing, and I'd love to hear your thoughts. Are there things you'd like to see in v2.0?
P.S. please be sure to follow both the game page and my developer page to get updates about this going forward. 🙏
Source
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