Affliction,
Here's another quick status update!
We've finished our self testing and have made several changes as well as additions to the game.
One of our biggest changes regards the physics system. Right now, we've added a very simple system that allows you to pick up and move certain objects around to help with certain sections of the game. For example: you may need to move a box or crate to help you get over something. Objects that can be moved are labeled when you get close enough for easy recognition. In the future, more of these will be added and probably used for simple puzzles. We were quite unsure about how the physics system would handle this but to our surprise, it works very well.
We've fine tuned the "Last Chance" system that I announced a few days ago and we think it works really well now. The conditions have been modified with some special effects so it will really feel like you're fighting for your life.
We've added several more health item pick ups to the game as we felt before that they were too rare.
Ammo was found to be a little too plentiful in some areas, so some of the pick ups for that have been removed or have had their quantity lowered.
We're re-enabled text pop ups when you're near items to help players out by telling them what can be interacted with and what cannot. Note that this is only for item pick ups and weapons. This is not for doors and interaction objects.
We've added more enemies to the game to make it feel like more of a shooter with RPG elements instead of an RPG with shooter elements. That is the way it is intended to be. Think of games such as Cry of Fear, Silent Hill, The Evil Within, Singularity, Dead Space, Resident Evil, Doom, and so on.
The enemy health system has been tweaked for certain enemies so that some are more difficult than others (as intended) and need different tactics to be taken down. Of course, a ton of lead will still do the trick in any case. ;-)
Brightness and contrast in the game has been adjusted to make the game a bit brighter as in our testing we found that the game was a bit too dark. Now, it should be bright enough to see and interact without issue, but still give off the spooky feeling of being alone in the darkness.
Cinematics have had some work done to them as well. Before, they were a little sloppy and rushed but they were merely placeholders for the time being. Now, they are much more atmospheric and carefully done.
I fully expect that within the next few days, the public build will be uploaded to Steam and then after Valve checks it out, it will be released!
-Corrosion ːCStudiosː
