Good day folks! Just a lil news drop to inform you of what I have been working on this week.
In this new alpha version of Mud and Blood (0.0.2) the testers have the chance to deploy what will look like a more balanced squad. This will allow us to test the new functionalities and the new Axis AI. I also changed few things based on the feedback I received from 0.0.1.
Here's the list of changes:
- Axis troops now have 20% chances to be equipped with a Panzerfaust. They will usually use it to destroy defences or particularly well-used concealment. The action is fully animated and a smoke decal has been created. The panzerfaust is then unceremoniously discarded by the soldier firing it. Kinda neat if you ask me.
- I've spent way too many hours mixing new sounds for the frag grenades. However, the result is pretty neat and it looks like the MNB steam version will be faithful to its legacy and be a good-sounding game. Also if the screen is away from the explosion it will shake less and the explosion will be muffled.
- Introduced ground types; so soldiers stepping on dirt will make dirt sounds. Same for water and concrete.
- The cover system has been coded. All covers give a 50% saving throw on incoming fire currently. This is a temporary value. Later on, different pieces of cover will have different values. Notably, a concrete bunker will give a solid 75% saving throw while a destroyed house will provide a 35%.
- Based on the feedback, I've increased the camera pan speed by 30%
- New assets have been put in the game notably decorative ones. 23 different props can spawn around defensive positions to add detail and believability to the map. This can range from a shovel to discarded ammo boxes.
- There are currently 5 types of buildings in the game: a trench, sandbag bunker, tiny house, small house and a large L-shaped house. These, as you can expect, are all destructible like everything else in the game.
- Added functionality that if you put your cursor above a building the roof, it will fade and you will be able to see inside.
- Fixed the MG42 and MG34 sprites to be more up to scale. The MG34 is a new weapon in Mud and Blood with an insane fire rate and pretty scary damage potential. A detail you will notice when looking at testing videos is that all the weapons now have their respective rate of fire based on actual real-life numbers. So MG42 and friends are super scary while the M3 Grease Gun has its iconical slow bark.
- Axis troops are now able to throw smoke grenades. This is mainly used to conceal their movement. They will use smoke when there are enemies around and they want to conceal their maneuvering. Either when they advance, retreat and sometimes when they move laterally.
- Axis troops can summon airstrikes by tossing red smoke. In the rare chance a Messerschmitt is circling the area, the Axis troops will call for support by throwing a red smoke at your position. Shortly after, fully expect your squad to be staffed abundantly.
- Speaking of Axis troops, they now have a basic AI. Before they would just randomly walk around until they see enemies and engage them. Now, they "read" the battle and will retreat or advance depending on how the exchange of fire is going. They can even tell others to move up or back if they see something others don't. Voice lines aren't in the game yet but keep in mind that from now on, the enemy is communicating, moving and shooting. Axis troops will also use concealment and cover appropriately. This means that in a highly randomized game like Mud and Blood, the Axis soldier will be dropped in a map he has no knowledge of but will subsequently make the best of it as he learns about his surroundings. Either by occupying available cover, hiding behind trees or seeking other Axis troops to group with.
- Hand to hand combat has been coded. As per MNB3 algorithms, it is fairly fast and lethal. No one wants to look at 2 soldiers just slapping each other for hours so our lil minions are now swinging at each other full force with their weapons.
Well, thanks for taking the time to read this. I will keep working on the Axis functionalities until I reach a fun and satisfactory level and then start, hopefully, next week, the Allies functionalities and character progression which will be used in the campaign mode.
If you like where this is going, please feel free to wishlist this madness and I will see you in the next post!
