Starting off strong with some new ideas and some big refactorings behind the scenes to make way for a better experience. I've expanded even further on my own testing framework, bringing total tests to over 600!
The weapons were pretty much completely overhauled. They now function with simulated bullet physics, supporting ricochet off surfaces and bullet drop. No wall penetration yet. If you're really unlucky you can accidentally shoot yourself!
Magazines can now be manually loaded, currently there aren't any special types of bullets, but in theory you could alternate between regular and tracer rounds.
Added shell case ejection effects and internal refactoring of the entire firing system.

New weapons:

MP5 Submachine Gun
M4A1 Rifle
M700 Sniper Rifle
Spaghelli M4 Shotgun

Melee:
Trench Knife
Crowbar (fixed)
A shady dealer will appear every few hours at a random location on the map, using your phone you can navigate here and buy some highly illegal goods.

Before this, acquiring a weapon was extremely difficult. Now you only need cash and good timing.
Carry slots are now fixed slots, which means you can reorder them however you want. The inventory UI got changed to accommodate this.
I added multiple new quests for new players, taking them through talking to NPCs, drinking water, buying things, farming, etc. This has already helped player retention a lot.
There's a new panel always visible on the screen, pressing K brings up a form where you can give feedback on anything.

It's been really helpful so far with many players sending bug reports, since joining a discord server or posting a github issue isn't always that practical.
Vibe-coded the hell out of a new skateboard physics system, it should be a little less error prone, and feel better when going up ramps. It ALMOST lets you launch off things! It's far from perfect still, but should be much less glitchy now.
You can now start following players, or start dragging them behind you forcefully. You can cancel by pressing crouch/jump. This feature is for an upcoming implementation of handcuffs.
In the past year if you got tazed by a cop NPC, you were teleported to the police station basement.
Now, you get put into a proper jail cell with a locked door. For now it's only 30 seconds, but this will be refined further on if you continue breaking the law.
Some doors can now be broken down by force, throwing the door off its hinges. There's not much of a raid culture yet, but maybe one can develop in the future. I want to have some kind of repair system, right now it just resets after a minute.
In the past if you lost an apartment or business to eviction for not paying rent, you had to contact me to get it restored.

You can now restore it yourself at the real estate agent, and browse through all your old properties.
The Device Control Panel got a makeover, making it easier to see what connections go where. 

You can also click on other devices in green to go to their control panel, skipping the need of closing out and interacting with it in the world.
More info is now available in tooltips, like crafting recipes and preparation methods.
I added a framework for adding panels per hovered entity, only the farming pot has it and the usefulness is questionable, but it could be useful in the future.
- Water bottle properly refills at sinks
- Watering can now properly refills at spigots
- Interior designer material selection outline
- Police equipment now includes pistol, magazine, and hat
- Chat commands are now case-insensitive
trophy 145
Jun 2021 151 posts
trophy 1040
Aug 2021 9 posts
There is so much great tech in braxnet.
I think the biggest issue right now that it's very hard to interact with any of it since the UI is fiddley and the UX not good.
Would love to see some improvements.

I am not a hardcore RP player but manually having to load magazines seems just tedious without adding anything. At the very least it could be a faster way to do it. Maybe like tarkov (just drag bullets in your inventory on to the magazine).
trophy 4880
Oct 2022 46 posts
Nice work !
people
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