Greetings fellow Supa's we are happy to announce new features, bug fixes and introduce you to new undefined behaviours that are crawling inside code.
New functionality:
you can now headbutt monsters
Added crate, primary use is for smaller player to step on it, so they can reach putting eyes into supreme being, also reach higher places and all kinds of other strange stuff, like build a tower or teleport into airSound:
Added 20 additional sounds for impacts and explosions
monsters scream when on fire, acid, electricity or poison, (can be quite loud and annoying)
there are still plenty of gaps and missing sounds, working on itWeapons changes & new weapons:
Bouncer bolt now affects touched muscle
Explosive arrow
Added small bomb, affects muscles and knocks them out for short time, can affect time
Added tiny bomb, affects muscles but does not knock them out directly, sometimes explodes with 10x powerNew weapon/damage type:
Limb Number aka Limb Numb®, numbs creature limbs, rather bizarre, can make creatures walk in strange ways, (has some performance issues though, so it was at last moment disabled)New animations on creatures:
can fake injury
try to do something scary
do kung-fu
try to hide in plain sight
do other monkey businessMovement:
adjusted walk and sprint speed for teleport (run with both touch pads pressed)
added option to use left controller as joystick to move (makes me instant sick, so if someone is willing to test it and tell me if it works for them)Environment:
changed starting scene to a "Temple of eternal stone and pillars of youth", this is temporary, since it needs to be a heptagram, we messed it up and everybody wants heptagram
moved supreme monster creation from centre of labyrinth into temple
changed how levels work, once you reach the centre you will be automatically transported back to temple, could do that player has to walk back, but it is really hard to go in&out especially in complex labyrinths
scene loading interface proxy, (latest news: there are some issues if loading levels quickly)
started preparing levels, 9 proxy geometry for labyrinths are done, 4 levels are playable, rest are for preview (try to reach the centre of hard levels, if you can)
new levels have issues of walking through walls, this will be resolved once final geometry is ready
Graphics:
added anti aliasing option (doesn't do much to be honest, will ramp it up in next iteration)
added back bloom effect, as it is now working in Single-Pass stereo
Interface:
placed menus on controller, easier to use and to see whats written
added "continue" to main menu if game in progress
found one panel that was blocking ray casts (one still exists somewhere)
Other fixes:
shield is visible and working as expected (activate with lower touch pad on controller)
Cheats:
added option to reveal most of weapons
added option to start with with endless stream of creatures resulting in total mayhem (you don't want this)
Easter eggs:
added new hidden area
left option to go into air and experience view from above
last part of supreme being creation is still disabled :)
Known issues
automatic weapons shoot two bullets at start, so player knows it is an automatic type. but we don't know if it is a feature or a bug
we know you can walk through walls, this bug came in as we changed how levels are loaded and will be fixed soon
other, too many to list them hereHope you'll like these new additions, till next time, take care and enjoy.