Awesome! Finally most of the game modes and gameplay as well as scoring is more balanced and stable. There are still tons of bugs and polishing to do, which I will be doing every week. Chipping away at it till its all polished marble but I will start putting more focus in adding melee weapons and single player game modes over the coming months. This is in preparation for some of the gameplay overhauls i'm going to do. Specifically with the way bullet spread works and the new gadgets down the line. Also next month I am planning to properly release the neon valley demo and maybe do some free weekends.
Anyway, here's ze patch notes:
- ADS was too zoomed in for pistol. This is fixed but I need to make tweaks to the red dot sight. It looks pretty messy right now
- Camera getting stuck looking up and down. HELLS YES!! Finally this is fixed. It was a weird bug popping up in the last couple months since I made tweaks to the how the camera functioned. In making it smoother for switching shoulders and POV I changed the way it was limiting camera movement. That resulted in this weird getting stuck thing cause the mouse values would go past the limit and the value limiter got confused.
- Tabbing out during name input would make the mouse go away so you cant press next... It was a dumb mistake, I placed the mouse lock script in the wrong place.
- Holding right click as you died meant you spawned still zoomed. This is fixed.
- Dying while reloading made you spawn without reloaded weapons. Also when dying your gadgets were not reloading. This is also fixed using the same technique to fix the one above.
- Input lag on the grapple hook and the booster. It was still using the old method of spawning items over the network which causes delay in spawning things on your local instance of the game.
- Game over screen rank was not in order. Should be fixed now but need to test this with some more people.
- Mask hologram was invisible when in FPS mode. Fixing this was just changing the tag of the mask to match :P Oops
- Disconnecting from the game makes the mouse disappear in the menus, forcing you to alt+f4. I think I fixed this but not sure if the script that fixes it is properly being called. Need to test this more.
- I think I solved the blurring black visual glitch people were having. Turns out this was happening on GTX video cards, and its a problem built into Post Processing stack from Unity. I think i solved it but as I don't use a GTX I need people to help me test this. TBH I didn't really "solve it" I just made a little workaround, it needs to be solved on Unitys end so yeah... bleh.
- Datamode was broken which could've been the cause of random disconnects. I think this is resolved as I haven't managed to break datamode or force the disconnects to happen. But this needs to be tested with 3+ people in the room.
- Datamode chip wasn't disappearing and resulting in the player who held it recieving a "goal" score 5x per second :P This is now fixed.
- Drones weren't properly giving scores either it was too high or too low sometimes. Also they were giving score before all of the drones were broken. I have fixed this but needs to be tested out to balance the amount of score being given. If its rewarding enough and all that jazz.
- Some networking issue that was causing double damage. Something with the way bullets were spawning and detecting hits over the network. I think this is fixed but might have caused some issues with hit detection on the receiving end. We shall see :P
Changes:
- Made some tweaks to the physics of the data chip so that it moves and bounces abit nicer.
- Changed how fast the data chip respawns so people can make more scores with it.
- Tweaked the scoring on kills to feel more rewarding compared to the scores from the drones.