There's a pretty large number of changes this update, a lot of which are quite minor, but some are fairly significant.
I'm drawing the visual overhaul to a sort of informal close in that I plan to redo the promotional material with the game in it's current state and spend more time on functional additions from now on. I do plan to keep iterating on the graphics though, just not as the sole focus.
COMMUNITY MADE MAPS:
- ”Palace” by Ex3mx (Max Graw). Another spectacularly cool Capture The Sphere map by Max with it's own distinct graphical style, as usual.
You'll notice I've done away with the ADDITIONS, CHANGES format of the patch notes in favor of one big changes section, with sub-headings. The line between a “change” and “addition” was becoming increasingly blurred, if it wasn't before.
CHANGES:
ART:
- New SMG model. Like the other new weapon models, I plan to do some more work on this as and when I feel like it.
- SMG muzzle flare now produces dynamic lighting.
- SMG now has projectile trails
- Shotgun model improvements
- Railgun has new impact effects.
- Railgun has muzzle flash
- I've applied some of the new graphical assets to the following of my old maps:
- Pipe
- Core
- CTS_One
- Chamber
- New “Roof cover” model. You can see this in “Pipe”, over the health box.
- Changes to the “skirting board” model.
- I've shortened the grapple device model so that it doesn't stick out past the avatar's elbow so much.
- New kick animation, although it's still physics based.
- The grappling arm now extends when the grapple increases in tension, although this is hardly noticeable unfortunately.
- Changed team colours slightly
- Changed the defence bar to a green-blue from pure blue.
- The health, defence and ammo text now sits on top of the bars, which saves space and I think also looks neater.
- Recoil animations are now slower for slower firing guns. This just slows down the same animation, rather than each gun having custom animations, which isn't ideal. It may be worth making special animations for weapons like the rail gun.
- The general geometry behind the walls on the maps with the new assets are now green, as an experiment. Let me know what you think of this. So far I think this may be a step in the right direction, in which case I may make a proper green texture for this in future, rather than just a flat colour.
- It appears I have also made much of inception green, by accident.
- CTS blue goal changed colour to green-blue from a deeper blue.
- The CTS sphere now glows green rather than purple. I'm considering this as the new team neutral colour.
- The KOTH zone is now green, as well as the little corner projector things.
SOUND:
- There are a number of new sounds in the game, all made by Deika, who, as some of you may remember made the sound that replaced the original railgun sound (and was widely regarded as being far superior):
- Grapple beam has a new sound.
- The railgun has a new sound, which I think fits it really well now that it's restyled, and the previous railgun sound is now used by the shotgun, which again, I just think fits it better following the weapon restylings.
- New SMG sound
OTHER:
- The character edit menu now uses HSV instead of RGB. In my journey from terrible artist to quite bad artist I've discovered that this system makes it much easier to find tasteful color schemes. I haven't managed to produce a visual representation for the HUE slider yet though, so I'm concerned this may cause some confusion in the meantime.
- In the process of arting up Pipe, I also made some changes to the layout. Most noticeably in the room with the upright cuboids, in which there is now a staircase around the edge of the room.
BUGFIXES:
- Pretty sure the recoil animation didn't play for full auto projectile weapon (i.e. the SMG). Fixed now.