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First Game Update Posted

Hey Everyone,

I just posted an update for the game, so you should be getting it shortly. For now I'm keeping the Default and Experimental branches in sync, because I'd rather find out faster if something is broken so I can fix it (not that I necessarily expect that). Heres a quick break-down of the changes in this version:

Major Changes

Weapon Upgrade Preliminary Rework / Simplification

There were just too many upgrades before, and some of them just didn't work or were an obvious waste of points compared to others. I decided to lock each weapon with 3 possible upgrades and 1 supercharger option. Currently you can find 1 supercharger per level, but that will likely change in the future to make the choice of which weapons to use them in more interesting. For now, this will at least focus things a bit more.

I also changed some of the super charger versions. For example, the Laser Blaster super charged version is now an energy weapon that doesn't need ammo, but can overheat with prolonged fire (in exchange for slightly lowered damage output).

Minor Changes

  • Demon Mode now gives Tom a significant health regen while active. Still looking into the overall health droprate.
  • Upon finding a new weapon, you get some extra ammo to go with it. Still need to look at making Ammo Drops more consistant/predictable.
  • Added gib sfx
  • Fixed a bug in camera-fading where skipping a cutscnee while the camera was already fading would cause the camera to un-fade completely before immediately fading again
  • Slightly decreased reload times for guns.

Anway, obviously there will be more coming, this is all just from feedback after Day 1. I also have some ideas I'll be posting on here to get player feedback on in the next few days, so stay tuned for that.

-Sean