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UPDATE 24 - DEAD OR ALIVE YOU’RE POLISHING ME

“Stay out of trouble.” With those four words legendary part-man part-machine all-cop Murphy scared kids the world over into behaving better. We can’t claim the same level of authority, but this week we’ve been trying to scare some order into Tango’s progression!

Tools are what makes the world go round.

This pic, although admittedly grey and a bit dull, shows the newest tool we’ve created to make playing our game that much more fun.

No longer will every level have the same objectives, the same number of objectives, or the same swarm of enemies (even if they are all randomised). No. From now on we define the boundaries within which that randomisation works, and so we can ensure a sense of pace, progression and satisfying upping-of-the-stakes are you get further and further into Tang Fiesta.

TCP offices set up in ramshackle old factories!

But we’ve not just been rummaging around behind the scenes! Oh no! We’ve been making sure we get everyone’s favourite Android Law Enforcement Officer his very own set of levels! It’s still very much work in progress, but we’ve built a series of dilapidated factories and foundries, inside which the evil megacorp TCP has been up to no good. You’ll find out just what in the story, but in the meantime check out the screenshot above and look forward to our first pass release next week.

Every action hero has to rescue hostages at some point.

Finally, we’ve also been hard at work prepping a lot of content for the final push, wherein we’re hoping to add some more objectives, a few new systems and a butt ton of polish. Admittedly we don’t know how much of this stuff we’ll manage to cram in before the game’s ready to launch, but until then feast your eyes on the shots above and below for a few hints as to what we’re planning!

Every arcade action game should have its own powerups!

Every game should have a kick ass HUD too, and we’ve been polishing ours up to a sheen!

As for this week’s episode of our regular Dev Diary video series, check it out here: http://youtu.be/XUAPQqIO5CE

And here’s the text version of all our efforts over the past fortnight:

ADDED

- Added new world ‘Foundry’ - the home of Bionic Cop
- [Story Debug] Boss phase conversations are now triggering correctly
- Added 5 new Enemies, whom reside in the Foundry level
- Foundry Levels are now enabled in the Level Select
- Added Objective Complete slamdown when an objective is completed
- Added Mission Complete slamdown when mission is complete, played during slo-mo outro
- Added new Ammo and Weapon types for new enemies and environment

FIXED

- Let Off Some Steam mission-ending game-mode now spawns in the correct range of enemies, and quantities.
- Fixed rare bug with Chopper not always loading in correctly
- Fixed bug where Champion health was being set to 5% of their health value, instead of their higher health value
- Fixed bug with knockback pushing you in wrong direction vertically

UPDATED

- Big update of various SFX settings
- Dialogue System updated to be more flexible.
- Huge overhaul to the game progression system, major balancing to Objective presence, enemy presence in each level, and the NG+ version of each level.
- Updated enemy spawning manager to include a per-type spawn cap, as well as global cap
- Objective Handling system can now adapt to any number of objectives present in the map

Next week we’re hoping to release the playable version of our brand new Bionic Cop world, with three levels, a brand new boss, new bad guys, traps and weapons. We’re very excited as it’s the final chapter in our story, and after that we’re just going to keep making the game better and more fun every single day!

Until then, stay out of trouble - but maybe check out the progress on our twitter feed, what’s the worst that can happen?!