We are currently seeking crowd funding via Kickstarter to help us finish the game. If YOU like the look of our project be sure to click the link and help make our dream come true. The campaign ends Friday 8th August at 09:37am GMT.
It has been a while since we had a chance to sit down and
collect our thoughts and talk to you guys about the changes we have made from a
programming perspective over the last six months. So here are the key feature
updates we have implemented:
Added difficulty settings to the game which has 3 different levels at the
moment, but the code already supports up to five in case we wanted to add
higher/lower difficulty levels. Unlike some games, our player's/AI's health and
weapon damages are altered for different levels. This subsystem affects about
30 different properties, including how much ammo you get from the pickups, how
sensitive the hearing ability of the AI is and more.
We have added a full-scale localization to the game, which means all the texts
within the game will be localized for each language we have a translation for.
This includes the menu, heads-up-display, all the UI windows within the game,
conversations between different characters, and even messages that terminals
within the game show to the player. It even supports changing special materials
within the maps, like an exit sign.
-Options page + Control customization;
Obviously an options page is a must, we already have video and audio settings, as well as some
game related settings that you can customize to adapt elements of the game to
your preference. Whilst most indie games don’t offer customization of controls,
we felt that due to the genre of the game this option would be necessary to
allow gamers to play in a way which best suits them. This system is fully
implemented now, and also allows you to customize the gamepad buttons in case
you prefer controller over mouse and keyboard.
-Fluent interaction with the UI;
Since we have a higher number of interactive UIs, we wanted
the player to feel comfortable when working with these and not struggle to find
their way around them. For example, no matter what window is open on the screen
you can always close it or get to the previous window by pressing escape button
on the keyboard or back button on the controller.
-Finished the save/load system;
We added more data to the save file, and more
importantly, we switched to a checkpoint system instead of a manual save/load
system. You can still manually get back to the latest checkpoint if you feel
the need to but you don't need to worry about remembering to save the game
often and deal with a couple of extra UI windows.
-Several improvements for the AI;
We experimented a lot with the AI and improved some features of
it to make it more realistic and intelligent. For example, AI can turn and change
directions much faster now when looking for the player. We also added some new
features such as, some AI now carry a light with them. This means you can't just
cover in a dark spot three feet away and get away with it, which was possible
before (as spotted by some of the community in the story trailer) this makes
the game more realistic and intense.
We have over-hauled the heads-up display of the game completely and made it more modern
to match the rest of our new UI. It's not just the appearance of the HUD which
has been improved, we have changed both the positioning of the elements on the
screen and also how player interacts with it in some special situations.
There are now all kinds of throwable objects in the level which you can use to
distract AIs with. They have more features, which are currently mostly turned
off, like damaging or pushing the enemy on impact. Whether these features make
it to the final game or not, is yet to be decided.
-AI and pickups more customizable;
Level designers can now modify many of the AI's properties on
the fly, they also will be notified whenever a player picks up a new pickup.
What this means for the player is that they should expect different behaviour
between different AIs as the level designer now has access to most of their
properties and can change them in real-time. Even things like AI's awareness
state or AI's patrol route can be modified easily without touching a line of
Most of our bug/issues are now fixed. Of course there are still a few which need to
be looked at but the game is completely stable and is playable.
Thanks for reading guys and don't forget to back our Kickstarter, every pledge counts to help us make this a reality for you. Until next time.
Latest tweets from @pulsetensegames
@riehacreative cheers man (y)
Sep 29 2014, 2:18am
Sep 28 2014, 6:22pm
Been a busy busy week. Hope to be able to give you guys an update by Friday :-)
Sep 28 2014, 5:34pm
@antisocialiteuk thanks :-)
Sep 28 2014, 5:30pm
@ForgetAmnesia patience my friend. Week on week were making progress.
Sep 28 2014, 5:13pm
Balancing day jobs and #gamedev is literally the hardest thing ever. Lots of new community focused content on its way nerds. <3
Sep 25 2014, 7:31am
@Speelbaars if you make a great game it will get seen. I like it personally.
Sep 23 2014, 6:21am
@mattbarton ok, no problem, thanks.
Sep 21 2014, 11:12am
@mattbarton thanks Matt
Sep 21 2014, 11:07am