In this update8
Full notes
Full The Stickman update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Balance
The Stickman changes
You can also see this development update in video form, it will showcase a lot of these in further detail. View store page
Hey there Stickman!
In this development update, I'm going to go over everything that's been worked on this month. Along with this development update is an update to the demo which you can try for free! A lot has been added and a lot has been changed so let's get started!
General
There are a few changes and additions to the movement this month to make your stickman more controllable.
Increased Jump Air Control
Something added was more air control when jumping. This is only really noticeable in close quarters when going less than sprint speed but it makes PvP tight movement easier.
Climbing
An addition to the movement is Climbing. You can now jump to a surface and start climbing it. You can only attempt to climb a surface once though, if you try and relatch to a wall, you will slowly fall. This allows for more error in jumps and also allows for better movement in PvP.
Mantle Launching
Something added recently is mantle launching. This was originally part of a massive perk system that was ultimately scrapped. But I touched up the HUD and brought it back as part of the base movement. After you mantle you can Jump at the right time to launch yourself forward, helping you maintain momentum.
Shooting while Sprinting
You can now shoot while sprinting! Before this update, whenever you took a shot you couldn't sprint until the shot timer was over. With some weapons this created an inconsistency and it felt like the sprint key didn't work sometimes. So now if you are sprinting and you shoot, you'll just continue sprinting!
Additional Note: Mantle Launching and Climbing have both been added to the Tutorial as well.
PvE
Improved Simulation Environment
The environment for the tutorial has been improved to be less empty and much cleaner.
New Alternate Environments
Something added to World 1 and World 2 is new alternate Environments. World 1 now has a pines environment, while World 2 has an underwater environment. Alternate environments allow for a new environment every 2 levels, which should greatly help with variation.
Pine
Underwater
Slight Level 1-2 redesign
1-2 Uses a grenade launcher as its primary weapon. The main problem with this level is that you went up instead of down, making it hard to land shots. This level has been redesigned to make landing shots easier.
PvP
Asteroids map
A new map that has been added is asteroids. It's very low gravity and you have infinite grapple. You have to launch yourself off asteroids using your grapple to do objectives. This map supports all main PvP modes. And just for fun, the asteroids are placed procedurally so the map is different every time!
New PvP Mode: King of the Hill
Similar to Control, you have to capture objectives as they appear. The zone will only be there for 15 seconds before moving to another location. Keep capturing objectives until the Score Limit has been reached!
Level Editor Changes
Consolidated Assets
Something that has been changed across the level editor is that a lot of actors have been consolidated into single actors with options. This should help streamline the creation process and make the editor easier to approach.
Themed Assets: Themed assets have been consolidated to single actors. Each themed asset has an option for 'Style' (instead of having individual assets for every style like before). Because of this change, the themed dynamic actors are now in the dynamic actors tab in the content browser. The fifth tab has been repurposed for custom models which are explained later.
Models: Models have also been consolidated, all models that have variations now have an option for 'Variant" so you can cycle through them. Some actors also have "style" which relates to the alternate environments mentioned earlier.
Added Official Materials
On Dynamic actors, you can now switch between "Custom" and "Official" materials. Official materials are a list of predefined materials used in the game.
Custom Model Support
You can now import your own custom models to the Level Editor! The "Custom Materials" tab is now Custom Assets where you can import your own custom models! For custom models, you can change their collision and material as well.
Text Actor
Something additional added is a text actor which can be used for a variety of things.
Game Modes Added
A lot of PvP game modes were added in the last update, and you can now create maps for them in the Level Editor! Along with this, there are new emulation settings. In the level options, you can choose to emulate your level in modes like Soccer and Hockey.
Weapons
3 new weapons have been created for use in World 3. Two of these have movement capabilities.
Charger
Hold the Fire button to charge the weapon and launch a massive beam. The longer its charged, the wider the damage radius is and the more damage it does.
Alt Fire: Hold Alt Fire to Aim Down Sights through the scope
Double Barrel
A two ammo weapon which has really high recoil and launches you back.
Alt Fire: Activate to temporarily have incendiary rounds. Any pellet that hits an enemy will light them on fire
Katana
A melee weapon that does massive damage to enemies struck by it.
Alt Fire: Hold Alt Fire to throw the katana and release to be launched towards it.
Fixed weapon muzzle flash
Various balance changes for PvP (these changes will not affect runs at all)
UI
Something subtle I changed is that all UI backgrounds now have a gradient instead of just being a flat color. It just helps them all look a little nicer
And Finally
I've also done numerous PvP bug fixes. That's about it for the month of January! A lot has been done in Creative and I've done the prep necessary to start building levels for World 3. Along with this update, the demo has been updated! You can try out the new movement and creative updates for yourself for free! I'll see you in another month as I get The Stickman prepped for release!
Source
Changelog.gg summarizes and formats this update. How we read updates.
