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Future updates for build 10 - ETA: Sept 17-19

Hello all~

We still haven't heard from most of the people out there that have grabbed this game. Big thanks to those that have though and big thanks to those that have come by to suggest improvements.

We're going to carry on with updates. The more opinions we get, the easier it will be to craft the game into something more people enjoy, so if you've played it, drop by the discussions and let us know your thoughts.

Added "Cha Ching" noise on purchase in build_9 for audio notification

Here is what's on the agenda for the next release, depending on time not ALL items may be stable by release date, but this is what the goals are for the near future:

1. Removing procedural trash generation in Subway/Streets map to test performance. Next step will be level streaming if this doesn't help

2. Adding additional scaling options in menu for performance tweaking

3. Updating moon Zombies movement to make it less glitchy.

  • Suspect engine bug for vector based AI targets.
  • Since map is such where the zombies can never reach you the constant setting of a target that can't be reached could cause twitch
  • Set zombie targets to be static locations outside the cage
  • Player can now climb out of the cage and engage zombies; zombies will chase you if you get close enough to them

4. Adding options to change hand angles position.

  • These types of settings will be tough since different preferences and physical sizes play a part
  • If you move the hands closer to you to feel more natural to your own arm length, depending on height and calibration, you may find yourself hitting the floor reaching for the guns etc. Use as an experimental feature

5. Starting difficulty will be Training Wheels

  • Bullet size is larger on easier difficulties causing players shots to hit zombies hands and other features when "feeling" like they're aiming for their heads"
  • Players can set this anytime in the menu
  • Might change health of zombies with difficulty settings, or up the damage of guns for lower difficulty levels

6. First iteration of optional locomotion

  • Classic FPS mode is default: left thumb to move and strafe, view direction considered "forward" direction
  • Experimental: Button held hand wave motion
  • Experimental: Teleport movement

7. First iteration of optional climbing

  • Default "Launch me" mode: Grab and pull yourself up and over
  • Experimental: Hold button to hang for x seconds then drop

8. Audio cues

  • More true to their location to give better idea of where the sound is coming from

9. Player death handling/animation

  • Engine causes the "floating above" when disconnected from player controller by default. Will set it to fading black or red before this happens to ease the transitional effect on the eyes and investigate better methods