I've uploaded a new build of the game with a hotfix that may help users with Intel mobile CPUs. I'm not quite sure if it will smooth things out too much but I'm hoping it'll make a bit of a difference.
I've uploaded a new build of the game with a hotfix that may help users with Intel mobile CPUs. I'm not quite sure if it will smooth things out too much but I'm hoping it'll make a bit of a difference.
A new SCROOMAGE Demo update has been released that should address majority of the severe performance issues that can be seen on lower-end hardware! My apologies for being radio-silent for so long, this has been a pretty big challenge that required a significant re-factor of major
A new SCROOMAGE Demo update has been released that should address majority of the severe performance issues that can be seen on lower-end hardware! My apologies for being radio-silent for so long, this has been a pretty big challenge that required a significant re-factor of majority of the game's active code.
If you haven't received the update automatically from Steam, you can right click the game in your library, go to Properties, and click "Verify the integrity of the game files". For anyone whose curious about the changes, below will contain a rough list of all of the differences I've made.
Optimizations
The game's object spawning system has been fully re-worked to be a queue-based distribution system, which distributes the load of processing items during playtime
All of the most common game objects additionally are cached at level load-time with several copies, and objects are re-used instead of being deleted at their finishing point. This means that for the most part, the game does very little loading of assets from the disk after the level loads, in most cases. This change is what has helped the performance the most on lower-end hardware. This will result in higher memory usage, but the trade-off is very much worth it.
The entire codebase has been sifted through and cleaned up to cache as many node references in the scripts as possible, reducing unneccesary CPU usage
Enemies when close together will now share one navigation agent in a leader-follower type of setup, which reduces the amount of navmesh pathing that has to be done
A custom occluding scheme was created to replace Godot's occluding system, allowing for maps to be sectioned out instead of being mostly rendered all at once on every single frame
The physics framerate has been cut in half to 45fps (versus 90 before) and many items are interpolated more than they were before
Gameplay Changes
Enemies can now jump and get up over slopes. This may lead to strange cases where enemies get stuck in some geometry, but it's worth how much better their movement is right now.
A new gun has been added, The Micro-SMG, which is a weaker version of the P60 bullpup gun. It is intended to act as a bridge between the weaker pistols and the larger automatic guns
The starting pistol has been nerfed, with the firing rate being reduced significantly and damage slightly nerfed. My reasoning behind this is that I found in a lot of cases the pistol to be a strong enough weapon to contend at nearly all times, albeit less efficiently than other guns, which ends up clashing with some of the level design to escalate fights over the course of the entire map.
And that about settles that! You may see some more unintended behaviour given the nature of how large of a shakeup this has been, but the game's performance should generally be much better on most hardware at this point. Have fun!
The NEW SCROOMAGE Demo is available NOW! This demo has been 3 years in the making, but I'm proud to be able to release a slice of the game today! I'd give some sort of change log going over what is different but to be honest, the gmae might as well be a completely different one f
The NEW SCROOMAGE Demo is available NOW!
This demo has been 3 years in the making, but I'm proud to be able to release a slice of the game today!
I'd give some sort of change log going over what is different but to be honest, the gmae might as well be a completely different one from when I put out that original demo 3 years ago.
This demo features 2 levels, and the new black market shop!
Fight through Big Milk's Monopoly, a remade version of the first level from the original demo.
Mechanic's Biohazard is also available; a brand new level set in an industrial zombie wasteland. Collect the 7 corporate documents and fend off against the hoards of enemies in this crowded location!
The Black Market is an entirely new feature from the last version. It's a shop you can access on your computer that sells new guns, body modifications, and drugs. You can use up to 4 upgrades at the same time in each level.
That's all I will say for now, though. Thank you very much for your support!
The final major update for the SCROOMAGE Demo is FINALLY HERE! It's been a bit more than a month since the last update released, and we've gotten a ton of feedback since then. That update was to fix some major issues that cropped up right away, but this one will change the game s
The final major update for the SCROOMAGE Demo is FINALLY HERE! It's been a bit more than a month since the last update released, and we've gotten a ton of feedback since then. That update was to fix some major issues that cropped up right away, but this one will change the game significantly. Here's a list of all the major changes:
PERFORMANCE ,BUG FIXES & GENERAL CHANGES
Framerate has been significantly improved by optimizing collision geometry.
The player no longer jitters on the ground after moving in certain ways.
Items like the health pickups and keys will be used immediately upon grabbing to make them less confusing to use.
Every usable item now has a unique label that describes what will happen upon using the item.
The low health overlay isn't as visible at higher health values.
BALANCE
Scroomguy's slide has been buffed significantly.
Every enemy has had their health slightly reduced.
The punch now has a faster cooldown and higher range.
Many small balance changes to all the weapons.
VISUALS
An easing animation has been added to crouching.
Enemies have been given thick outlines to help improve visibility
You can now give enemies coloured tints to improve visibility by changing the hue slider in the settings
New swaying improvements were added to jumping, sliding, and recoil
You can now disable ambient occlusion
You can now limit the framerate. This will help for players who get inconsistent framerates in game.
You can adjust the time it takes for blood decals to despawn.
New particle effects were added to gun shots. Blood will spray from enemies and debris clouds will fly out of walls.
NEW CONTENT
A new bootcamp level with a basic tutorial, a shooting range, and a deathmatch pit has been added.
The Electric 9, a burst fire pistol, has been added to the game.
The Revolver, a sniper pistol in previous builds of the game, has been re-added to the demo.
The car has been reworked. It is now a manual transmission vehicle.
If you don't see the update show up, right click on your game in the steam library, go to properties, then installed files, and press "Verify integrity of demo files".
That's it for now! Have fun with the update, and if you manage to find one of those once in a fortnight collision issues, let us know on our twitter @SCROOMAGE!
WOW First off, I'm BLOWN AWAY at how many of you have been playing and enjoying the demo! I also very much appreciate all the feedback you've given us, because without it I would've been so out of touch! Anyway, there's a few major issues that have caused some of you trouble, so
WOW
First off, I'm BLOWN AWAY at how many of you have been playing and enjoying the demo! I also very much appreciate all the feedback you've given us, because without it I would've been so out of touch!
Anyway, there's a few major issues that have caused some of you trouble, so I got this update out as fast as I could. This demo will create a new save file with new properties, so you will lose your previous settings!
The email menu on the title screen should now work for all screen resolutions
There is now a red overlay that indicates low health.
Grenades now have a red outline to try and improve visibility
Getting stuck on top of the computer in the main menu is now fixed.
You can now turn off or adjust the visual recoil for the weapons.
For speed runners, you can toggle a new option that replaces the money counter that shows a live timer and the money earned in the level.
Pressing R in the menu will now restart the level.
The use prompt should disappear more consistently
In Gone Fishin', the escape prompt now correctly tells the player to run to the helipad.
There's still a lot of work to do, and I'll make sure the demo gets updated to be the best it can, but for now this should address some of the biggest problems besides the optimization. If you don't see the update show up, right click on your game in the steam library, go to properties, then installed files, and press "Verify integrity of demo files".
THATS RIGHT THE DEMO'S COMING OUT TOMORROW FOR THE NEXT FEST EVENT! The demo includes two full levels and a sandbox mode where you can mess around with any of the content seen in the demo. There's also a hard mode that amps up the intensity a bunch, so I hope this demo's gonna la
THATS RIGHT
THE DEMO'S COMING OUT TOMORROW FOR THE NEXT FEST EVENT!
The demo includes two full levels and a sandbox mode where you can mess around with any of the content seen in the demo. There's also a hard mode that amps up the intensity a bunch, so I hope this demo's gonna last you for a while! I also encourage all of you to send in feedback or bug reports by using the button in the pause menu. Your help will be greatly appreciated! Just so you all know, the demo is going to stay up even after the next fest ends, so if you don't have time to play right now, don't worry!
Fill up the floors with blood, smoke some cigarettes, rack up your combos, and most importantly, have some FUN.