You assume the role of team leader in the tactical response team of a major city police force. Your work is to plan and carry out tactical entry in barricade and hostage situations with the least possible loss of life the desired outcome.
Crisis Response is a side-scroller that strives to provide a realistic model for projectile interactions and injuries. Once someone is hurt the player will be working against the clock to save them. Gear and tactics must be chosen carefully to minimize damage and resistance.
It's been a while again since the last article. I didn't write about the previous update but I'll skip that and focus on the new one. If you've been following you'll know what's happened, and if you play the game it contains all the previous stuff too so there's nothing to miss. Here's the new sandbox:
The new update focuses on performance improvements. It's been going through some rounds of testing already and in terms of performance it looks like a good improvement over the last release. Many have voiced problems with performance in the previous versions and I think it will be a bit better now.
What did I change to improve performance then? I have rebuilt many parts of the resource management so that I have better control over how many objects of certain kinds can exist at the same time. On top of that I've redesigned some parts of the menus and user interface, to make the performance settings more understandable. I think that will help as well.
New sliders for performance settings.
Entirely new is the benchmark feature. The benchmark is a small level that puts three characters through a hail of bullets several times over, with steadily increasing settings. The frame rates are recorded and in the end the game suggests settings that should result in good performance.
The new performance benchmark running sped up.
There is a new in-game feature too. I've made it so that blood leaving wounds under high pressure form streams. The streams turn into particles as they fly.
The new blood streams in slow motion, breaking up into particles.
When the streams hit the floor they bounce off and break down into particles. It creates a kind of splashing effect.
Blood stream hitting the floor and breaking into particles.
Blood stream from a stationary character.
I've also implemented a very simple dismemberment that is triggered by the fragmentation grenades. It's very basic so I expect to improve it more later.
I want to thank everyone who helped me test the release. Throughout the testing I changed things with the blood several times as you may have noticed. There are many parameters that make up how the blood looks and functions, and the final result is a compromise between a number of different things. I still don't feel I've found the perfect blend of those factors so I will keep tweaking. You can expect it to change again in the future.
Thanks for reading. Try the new sandbox and please share it around!
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