- Shootable lights have been re-added throughout Mainline map.
- Position of all held weapons/items.
- Portal camera rendering quality, most likely will tank FPS and need optimizations.
- Visual quality of Time Bubble and Force Field.
- Navigation of NPC's.
- Bot navigation has been improved.
- Beam cannon. Will be improved and used later on.
- Tracking dart voice lines, replaced with pinging sounds.
- The fifth weapon slot. You can now only equip four equipment.
- Bots will get stuck on objects knocked in front of doorways
- Practice Range has rain I have been working on. Press the button on the right to see the different features. Be careful as it is experimental still, so the particles will lag your game if you get too crazy.
- Rain has collision and splashes upon impact, causing little droplets and ripples to show. Will be affected by equipment and players.
- Forcefield catches and throws back rain. Why? No reason at all.
- Rain has been added to Mainline map.
- Cloth doorway strips. Strips that hang in the openings of doorways, physics based objects that react to players, laser bolts, grenades, and more. Trimmed with super sick RGB lighting.
- Grenade blows rain particles away in a circle for visual coolness.
- Laser bolts also push rain particles out of the way.
- Time Bubble slows/freezes all rain, causing them to drop and fall towards the ground at the same time.
- Practice Range has a TV attempting to stream a Youtube video. Can't quite figure it out.
- A new movement system. Players should feel a little heavier. More details below.
- Overhauled lighting. Should now feel like an indoor arena, instead of an outdoor arena with a glass ceiling and a blindfold.
- Player glow strips should be visible from further away, and hold a better color.
- Trim lights surrounding Mainline should help guide players along the walls - will be adjusted in the future
- Mainline map has better lighting, better look with the parallax mapping, and better ambience.
- Cloth doorways have been implemented into some doorways in Mainline. Most likely will cut the size of doorways to cut the size of the cloth barriers.
- A little more variation in the physics objects.
- Player Movement has been slowed down. Players now have acceleration and deacceleration - taking a little over half a second to reach max speed, and a little under half a second to stop completely. Players also lean while aiming quickly, and moreso while sprinting and aiming. This should start to feel a little more fitting for the general gameplay Im aiming for.
- Started changing the way weapons are held, so they should feel a little less intrusive and things like the grenade/force field should start to look a lot better.
- Gunplay should also feel a bit more weighty, at least when it comes to the pistol. Added some recoil, muzzle flash, pulled the pistol in closer to your chest.
- Audio. Facepunch recently added 3D spatial audio, I added that to a lot of the sounds. Still tweaking, so leave feedback. It sounds very nice. Thanks Garry.
- Performance on Practice Range and Mainline XL. Both have been republished into the live game so players can try them out and see the general direction of the game.
- Laser Turret. Didn't quite fit the gameplay flow currently. It is still an asset and working for the future, just commented out for now.
- The "Rain Simulator" will most likely crash your game if you get too wild with it. Fair warning.
- Laser Bolts pushing the rain out of the way looks mediocre right now.
- Practice Range still WIP.
- Practice Range TV broken.
- -Parallax Mapping. Added fake depth to the walls in the Practice Range, also working on them in Mainline.
- -New Tutorial. Firing Range with guided gifs, voice lines, and control modals (WIP) to guide players based on the equipment they'd like to try out.
- -New Map. Mainline XL. Big version of Mainline. 3 lanes, big center area, side lanes are hallways/mazes. Under development.
- -Movement. Slowed down the player and the sprinting, will be working on rotation control shortly. Wall running and player sliding have been removed, players should feel a little more weighty.
- -Scoreboard. TAB has been broken since the unlimited lives change, it has been fixed now.
- -Sliding and Wall Running. I don't think these really fit the gameplay style I am going for. I couldn't decide whether to make it a fast paced or a slow paced shooter, so I'm choosing the middle ground.
- -Shotgun from loadouts. Removed equippable shotgun, it remains as a power weapon with 100% ricochet change decaying by 10% every bounce.
- -Momentum Glow. Removed the momentum glow from the light sticks, they were causing mismatched colors and just overall not working as intended. With the maps not being as dark as originally intended, the glow is out of place now.
- -Time Bubble. Laser bolts now cause the time bubble to convex when exiting the bubble from the inside.
- -Xray. Players can no longer run head first into walls and see through them. There are still some instances where you can see through the walls from the side, and the prevention doesn't exactly look pretty, but it's there.
- -Laser turret. Place on walls or the floor, scans a cone in front of it and locks onto enemy players. Shoot it twice to disable it.
- -Time Bubble Visuals. Overhauled the Time Bubble visuals so it distorts light and picture. More reminiscent of a black hole. Also updated the held model. It also throws like a disc instead of a grenade now.
- -Lobby Holo loadouts. See your selected loadout near your player in real time, along with the loadouts of other players. Also changed the way players are displayed. Will probably do another big overhaul soon.
- -Loadout feature. Rename your loadouts and swap where your weapons are. Added the shotgun to the loadout list of weapons, but a different version of it compared to the power weapon.
- -Loadout shotgun: Three shots until overcharged, 5 seconds to cool off.
- -Power Weapon shotgun: Three shots until destroyed, dramatically increased ricochet chance on each shot.
- -Customize where your weapons are. Put your pistol on 5 and portal gun on 1 if you'd like. I would advise against it, but you do you.
- -Added a Time Lock Bubble. Throw equipment down that after one second deploys a bubble that slows down everything inside. Players, bolts, and thoughts alike.
- -When jumping before a time bubble - into the time bubble - players will just continue upwards without gravity. Not the hugest problem right now but will be addressed in the future.
- -Bolt trails to all laser bolts. This includes pistol shots, grenade explosions, shotgun shots, and force field reflections. Really improves legibility and reduces the seemingly randomness feel of some fights.
- -Grenade and shotgun bolts now synergize with the secret unlock and the new trails.
- Players can wall run forever on the same wall. Will get fixed eventually but for now yknow... Whatever.
- Added one Power Weapon to the map Mainline (default). Can be located in the center area, and it is a shotgun.
- The shotgun gets 3 shots until it breaks and auto swaps you to your pistol. Shotguns respawn in 5 seconds.
- Added wall running. Very basic right now, press space while mid air near a wall to run on the wall and shoot from it as well.
- Voice Guided Tutorial stages 1-7.
- 1 - Pistol
- 2 - Laser Beam
- 3 - Tracking Dart
- 4 - Bolt Grenade
- 5 - Portal Gun
- 6 - Force Field Utility
- 7 - Blackout Utility
- -Escape now opens the menu. Added a "Quit After Hours" button.
- -Better UI for Tags / Lives the player has. HUD updated showing regeneration progress and "Stay Out Of Combat" hint. Will iterate more visually pleasing updates to this throughout the patches.
- -Sound effect now plays when a player has regenerated a tag.
- -New Achievement needed for the secret in game unlock - completing the tutorial.
- -Holding TAB no longer reduces performance, thank you for the feedback. It also hides your crosshair.
- -Enemy bots sometimes get stuck on opposite sides of a wall, staring at each other and not moving. I hope to fix that with this patch.
- -Burst mode on the pistol fires a little quicker, but has more spread.
- -Tag regeneration improved. You should start regenerating tags after being out of combat for 5 seconds. This involves being shot, or using a damaging weapon. Players can use Force Fields, Lights Out, Tracking Darts, and Portal Guns without triggering a regeneration timer reset.
- -Spectator mode improved. Shows a spectator overlay, and forces late joiners into spectator mode until the round ends.
- -Lobby screen got another overhaul and condensed options. Audio/Mouse sensitivity options, crosshair size and color selection, and player color selection.
- -Another pass on enemy AI. No longer uses Lights Out utility to prevent confusion or spam by bots. Combat from them should start to feel better and bots should start looking for cover more often. Pathfinding is still being worked on.
- -"Glow Strip Leaking" after getting shot now stops after 3.5 seconds until regenerating a tag.
- -Portals extend from the middle of deploying making it more visually appealing.
- -Secret unlock display buggy in lobby, should transition smoothly now.
- -Music should play through heavy sound usage now.
- -Returning to lobby after match shouldn't switch host anymore, and beginning another match shouldn't get stuck at 10 second countdown anymore.
- -Grenade no longer displays shadows from your arms/hands.
- -Stage 1 tutorial no longer freezes player after tagging out enemy bot. This was jarring and didn't have the intended effect. The bot now superpowers and tags you out anyway.
- -Glow Strips leaking until tag regenerated. Only leaks for 3.5 seconds now.
- -Portals can still be placed on edges of maps and teleport the player outside of the map
- -Portals can be placed on physics objects then frozen in place when that physics object is moved
- -Portals don't hold a "recreational 1:1" of shooting/aiming through the portal. It follows some basic logic and will be improved in the future so you shoot at what you see.
- -Sometimes the force field breaks and floats in mid air when tagged out while using it.
- -The Beam Cannon and Bolt Grenades can produce too much sound and overwrite other sounds happening. Looking into this currently.
- -Some graffiti sprays are cut off on the edges of walls/doorways or between floors/ceilings. Looking to improve placement as well.
- -Regenerating a tag is not displayed very well right now and I am currently working on improving the regeneration system by adding stations the player can be at that regenerate your tags.
- -The early arena maps are mediocre, lighting doesn't match the default map and performance is even worse. Working on improving the other maps as well. There will be different versions of maps I will be working on. Darker, foggy, outdoors. Look forward to it :)
- -Basic tutorial stage showing the general gameplay mechanics and the main weapon.
- -Players no longer "regenerate" tags. Before, staying out of combat for a given time would regenerate a tag you had received. I believe that was causing some confusion so if your hits still aren't registering, talk about it.
- Spectator camera - Spectate players when dead instead of running around in the dark.
- Toxic Barrels - Placed them around the default Mainline map for funsies.
- Lobby Menu - Added options for gameplay readily available on screen when loading into a lobby. Cleaned up UI.
- Player Color - Players get a random color upon joining a lobby, to prevent players from all sharing blue in an FFA match.
- Mainline - Default map now has better lighting.
- Tutorial popup - Condensed, cleaned, made more legible and player friendly.
- Physics objects and NPC's - Bots were getting stuck on physics objects in corners, essentially hiding from players until the round ended. This game players the impression no players were alive and the round had bugged out. Bots should now navigate around physics objects, and I also reduced the amount of them in Mainline.
- New Map: Mainline. Three lanes, better lighting, new theme.
- Achievements: Show off your progress with unlockable achievements, get all of them including the two secret ones for a secret in game unlock.
- Crosshair: Added a crosshair visible at all times, removed right click aim functionality.
- Clan Tag: Added a clan tag that appears before your name on the scoreboard [TAB].
- Portals have better visuals and look a lot cleaner.
- Momentum Glow should be improved visually. Dims instead of fades.
- Decals when shooting a toxic barrel differ from regular bolt impacts.
- Weapon Bar improved with better icons and improved visual statuses.
- NPC's now randomize between multiple playstyles. Some will keep their distance, some won't. Some aim better from afar, some don't.
- They can also traverse stairs better.
- Better scoreboard.
- Portals can be placed in the seams of geometry, teleporting players outside of the map.
- Some spawns will put you in front of cover. Some spawns are too close.
- New physics cover objects
- Trim along walls to help orientate players
- Glowing spray paints, graffiti and cyberpunk-esque to fit aesthetic
- Opened upper level corners of the map in Map1 FFA
- General lighting
- Map building conditions
- Main menu got another overhaul. I would argue it passed prototype stage and is in alpha stage.
- Lighting is still not great, its a weird combination between the trim and the darkness of the walls/floors.
- NPC's still not great
- In game chat - Y or Enter to open
- Visual feedback when you are tagged out - Screen tunnel visions, warning message and countdown appears.
- Spectator join screen - When joining a match in progress, you join as a spectator. Displays game mode, color, or team selection.
- Player Join/Leave messages - Displays when a player joins or leaves the match
- Return to lobby countdown - Inform the players in the match when the host is returning to lobby, countdown from 3.
- Ready-check enforcement - All players in lobby must ready up for match to start. (Will add force start option very soon).
- Crouch sliding. Will now register every crouch input while sprinting. Is not animated yet, your player model literally slides across the floor.
- Spawning - You now spawn on the ground and not inside a wall. You also spawn away from other players. Should give you time to adjust.
- Multiplayer Portals - Camera now does not render unless you placed the portal yourself. You can still shoot and travel through other portals.
- Introductory tutorial - Added an introductory tutorial that briefly goes over the equipment each player has.
- Feedback when hit with a laser now shows on all hits.
- When tagged out while using Forcefield - Field no longer stays floating in game
- Walls do not have lights on them - They are coming soon.
- Bots could be better.
- Color selection could be better.
- All the UI is still very mediocre. Prototype stage will continue for quite a few iterations.
- Some physics objects spawn inside terrain.