Howdy Agents! (◕‿◕✿)
Most of my dev time is focused on story and mission stuff for the final stackhunter update, so I don't have *too* much to share with you today. It's been a while since our last update though, so I wanted to deliver a few goodies.
Thank you to everyone who left a review this month! As always, be sure to join the discord! for updates and cute pictures of frogs.
The Notes
- added the ability to toggle vsync from the options menu
- optimized elements of the player's hud for a minor performance increase
- added several new skeleton and grenade sprites
- fixed an issue in the Bellagamba Grid mission where two neighboring computers had the same name
- autocomplete backtracking is now done by holding control and pressing tab. Shift tab opened up the Steam overlay and no one liked that
- enemies can now aim pick weapons properly
- modified some code involving the initialization of melee weapons which should improve load times
- fixed some dialogue typos
- smoke grenades now generate with double duration
I was hoping I would have more time to dev once I finished up my degree and started my new job, but in reality I've had much less :< The current plan is to start staying up to 2:00am like I used to. October is just around the corner which will mark the 1 year anniversary of DDS! I'd like to finish Stackhunter by the end next month, which should leave a pretty straight shot to releasing 1.0. I'll be adding ~3 additional missions to serve as an alt-route to the main story, and the long awaited roguelike mode! DDS will receive some additional content past this, but only things I didn't originally imagine in the 1.0 release. It's been an amazing experience getting to this point and sharing DDS with all of you, and I hope these final content updates are worth the wait!
Some recent news regarding Unity's clown carnival revenue model has many devs seriously bummed out :< This recent decision (along with many others) feels deeply misguided at best, and many developers big and small are taking this opportunity to jump ship. I love working with Unity in large part because of the community and their support, but decisions like these put Unity's greatest asset at risk. I will not be porting DDS to Godot or anything as it would be a nightmarish amount of work, and because these changes shouldn't effect me personally. But I'll definitely be turning my eye towards Godot for my next major project.