Full notes
Full Operator8 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
Operator8 has a lot of tight and technically complex designed spaces that can be hard to navigate and get through. There are many hallways and tight interior spaces that can be difficult to navigate through, not to mention massive outside areas that can also be easy to get lost in.
To me, this tight level design and complex "hardcore" navigation is a core point of the games design, having players that need to find their way through levels is at the core of how operator8 works. But, it shouldn't come at the cost of fun or functionality, and so - I've implemented a map system. Albeit a relatively basic one.
This is a good compromise for the game so that players can have a basic idea of where they are and where they are going. Players can now also check which doors are coming up and what keycards they need to find going forward.
The system is quite limited though, and does not show the player where to go or what to do... cant make it too easy!
This system might receive some small updates in the future but is mostly complete.
Happy hunting, Operator8!
Source
Changelog.gg summarizes and formats this update. How we read updates.
