Back, and Better Than Ever!

Dread and Cheese is back with new weapons, juicier gameplay and more FUN!

Dread and Cheese is back after over a year! The gameplay loop stays relatively the same (for now), but new weapons, gameplay elements and flare has been added to make the game a whole new experience and more FUN.

I want to highlight some of the changes in this post to give you an idea of what i mean.

Weapons have improved massively since the launch of the game. There was an update posted in August last year but most people probably didn't read it. Those changes will be mentioned shortly alongside new changes to existing weapons, completely new weapons, and weapon types.

Weapon Rarity

Weapons now have rarity, so stronger weapons will be rarer to find.
  • Common (Blue)
  • Rare (Green)
  • Epic (Magenta)
  • Legendary (Gold)

The Longsword and Melee weapons

The longsword is a new weapon, with a new weapon type; Melee!
Attacking with it will swing it back and forth, attacking in the shape of the swing and the blade using a TraceBox2D.

I took great consideration in making melee weapons feel as good as the firearms, by adding Thrust, which flings you in the direction of your attack, satisfying sounds, and the ability to attack by throwing the sword at your enemies, which activates the TraceBox2D in mid-air and can score you a kill if you hit your target.

Fishgun and its children

The Fishgun shoots out smaller fish from its mouth, which flop around the map, bouncing off surfaces and damaging anything it can find.

The Fish can only be obtained from this gun, and is a melee weapon you can pick up once the fish children settle on the ground. You can't swing the fish, but you can throw it towards your enemies for moderate damage.
I've added a smoke system which allows me to place smoke in the world anywhere I want with an easy interface.
This allowed me to add some excellent juice to the game, which made the game feel truly alive.
Here are some visual examples on how it was used;
You've already seen the ?-blocks which are so classic you can't avoid giving yourself a head injury, but there are more new elements which i want to tell you about.


Doors

Doors will swing open for you, and swing shut behind you. Bullets can't penetrate them, but they will break after enough damage.

Moving Platforms

 Moving platforms lets levels feel more dynamic, and opens up a lot of design possibilities!

Teleportation Pipes

What do you think they are used for?
Use them to teleport around the map, of course!
The dresser is placed in the lobby to change your fur color. This allows you to give your mousling some personality, and helps them stand out from one another. You may also have noticed a white outline around the mousling, which only shows up on your local pawn to further differentiate you from other players.
This game is a joy to develop for. Playtests have been going great. The game has a tendency to make you laugh while playing with friends, so I hope you will give it a try!

There are a lot of plans to continue development of the game, and work has already been done to support future plans. Classic mode is now its own thing and not hard-coded into the game-loop of the game. This means that I can add many more game-modes to bring new ways to play the game.
The next step is to make a new multiplayer mode to bring the gameplay closer to what you see in Duckgame, with one-shot kills, faster rounds, many more unique maps and weapons, as well as a fun scoring system and intermediate levels.

When the multiplayer mode is finished the plan is to bring a co-operative story mode to the game, but I am not ready to commit to anything more specific.
Stay tuned!
people
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