Full notes
Full REVEREND: Surf 'n Sin update
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What changed
- Gameplay
- Server
- Balance
- UI and audio
REVEREND: Surf 'n Sin changes
A Very Belated Happy New Year Everyone!
Since the release of the demo, we have received some wonderful feedback. We cannot thank the community enough (especially the ones in both the official DOSMan Discord server and the ones found over at the Zlimbratski/Brutal Zlim server). Your input has been, and will continue to be, much appreciated and invaluable to us - thank you all so much.
We would like to address and explain the rather undercooked nature of the demo itself, upon its initial launch, back in December. We were certainly not forced by anyone to launch the demo, no matter what state it was in on a specific date or anything like that. As a matter of fact, we (that being me - Emil, and Joel) worked tirelessly (although, by the end, we were spent) the night before the release, and on the day of, me and the DOSMan himself (Sam) sat together, past the deadline, just to make sure as much as possible worked as good as it could. All this because a few particularly nasty bugs had crept up on us a few nights before. Polish and further development had to take a backseat, just so the demo wouldn't break entirely.
REV: SnS, as the intro slate in the demo states, was originally meant to be a quick experiment; even envisioned as an expansion pack of sorts to the original game early on. As our ambition for the proper sequel grew, so did the amount of experiments and testing we wanted to do with SnS. The poor game turned from an even more tongue-in-cheek romp than the original, to a feature creeped test subject.
While we would not say it has ended up in a rough spot, it has certainly gone through a the ringer at points. Not to mention the engine in use getting several (and amazing) updates during development, basically forcing us to update and bug test our project several times over, just so we could take advantage and implement some of the great new features the engine keeps getting.
To keep ourselves from getting too long in the tooth (maybe saving those thoughts for after the full release) - we are certain that the delays, and trial by fire, the project has gone through will end up proving worth every step of the way; not to mention the amount of experience, tools, and skills we have accumulated during the process. It will without a doubt help us out and improve future projects and their development pipeline/workflow.
We are proud of the little freak child that could, that SnS is turning out to be, and we cannot wait to share it with you all in its entirety come spring - come fleshy hell or Caribbean waters!
E & J
UPDATE NOTES
Fixed some 3D model lighting and collision issues
Overhauled level design, with improved signposting
Added non-interactable NPC:s
Added mini-boss
Moved player starting position
Fixed enemy spawn script after engine activation
Increased SHOT-GUN ammo capacity (from two to six), and increased recoil
Relocated (and added another) DOSMan action figure, which are now collectable
Slight increase to player movement speed
Removed stamina limitation when sprinting
Added death plane in ocean (we wanted to keep the option to let players yeet themselves over-board)
Several new and improved SFX:s
Replaced interaction and mouse cursor sprites
Peewh! Might have forgotten something, but that should be the gist of it.
Have fun!
Source
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