In this update2
Full notes
Full Squirrelmageddon! update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Maps
- UI and audio
Squirrelmageddon! changes
[horror]
While working on the new Hive Health and Politics systems I determined that the Weapon Level Up should be happening in-mission instead of after returning to the Hive.
Weapon XP is now calculated after every kill and checked for level up. New HUD elements display weapon level ups. Weapon stats increases are applied. A progress bar tracks weapon XP as you slay your way to the top and become the ultimate precision dealer of mutant death!!!
Much better GAME LOOP experience so far and adds room for more hive activities...
NOTE: Weapon Level Ups not yet tested in Multi-Player! (soon)
Patch Notes
GAMEPLAY: weapons now level up in-mission
GAMEPLAY: nerf health and carcass health pickups (increases challenge)
GAMEPLAY: disable time of day advancement
GREEN SQUIRRELS: drool poison vomit when attacking (for fun effect only)
MAIN MENU SCENE: night time with fire effects
MAP FIX: Summer Squirrels - tricksy under landscape squirrels are slain instantly.
- MAP TWEAKSmore spawners added to Deadlands and Desert Squirrels
- GAME OVERlarge scoreboard removed (will be added back for multi-player)
AI 'ART' IN SQUIRRELMAGEDDON!
It seems more and more games are using AI generated assets in their games. As a solo-indie dev with no budget, very little time and no 'art' skills, I rely heavily on AI assistance to visualise Squirrelmageddon! lore.
In the beginning I used some of the earliest public AI tools - and it's always been hilarious...
So I started experimenting again this weekend and it's insane how quickly the technology is advancing!
Check out this horror squirrel:
[horror]
*I did photoshop the claws and teeth a little - needs more work - but yeah, freakin crazy cool!
GLHF! - don't forget to switch to HARD / INSANE difficulty to check out the new music by Bryant Lowry a.k.a Thorr on Spotify
Source
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