Hello, I'm Saandy!
I'm pleased to announce the release of the first post-jam update for Dread and Cheese:
The Weapons and Cosmetics Update!

I've been hard at work on this update since the end of the jam. People seem to think there's potential in this idea, and I'm happy to provide s&box with a 2D platformer, which are few and far between!

Here's a short list of some significant new features: you can read more about each of these further down!
  • Improved weapons system 
    You'll find that weapons are more satisfying and unique from eachother. I have introduced projectile weapons, and improved weapon handling variety. 

  • Crouching was added
    Crouch to dodge bullets, lower your aim and drop through one-way platforms!

  • Added variable jump height
    Holding the jump button will now yield a higher jump compared to tapping the button.

  • Ragdolls are now networked
    We now have networkable ragdolls in s&box!

  • Added mouse customization options
    You can now adorn your head wíth a variety of headwear, as well as choose between a multitude of unique color palettes for your mouse.

  • And more!

I am excited to keep updating the game into the future. I have some fun ideas to utilize the general gameplay in new gamemodes and challenges.
Not only has there been improvements to the original weapons, there are six completely new weapons, all bringing unique gameplay to the table. 

Knockback
  • Eeach weapon now has knockback to the player, in some cases making you fly across the map by the force of the gun. 
Recoil
  • Similarly, weapons will now recoil when you shoot, making it harder to hit consistently straight. You might be able to use the recoil to your advantage to hit players below or above you which would have previously been impossible without moving!

Wave Gun is now Lemmy bouncer

One of the classic guns has been given a complete reimagining. The "Wave Gun" is now the Lemmy Bouncer, and it shoots balls that bounce off walls and explode on contact with players. It's a pretty dangerous gun even for the attacker, as the balls have a tendency to bounce back at you! This is especially true given the new springs.

The Bazooka

The bazooka fires a devastating projectile but has a long reload time.

Bow and Arrow

A unique weapon that fires arching arrows that one-shot players it hits. You're able to charge it to determine projectile force and direction.

Bubble Gun

The last weapon I'll showcase here is the Bubble Gun. It shoots a wall of bubbles that players will bounce off of. Touching a bubble will hurt, but it's especially devastating if you get stuck in the middle of it, or if you're bounced into a mine!

The yet unmentioned weapons are the Flintlock, the Glock and the Pea Shooter. You'll have to play the game to figure out how these work!
As my 2D ragdolls are basically just the built-in ragdoll system, I was able to update the game to use the new networked ragdolls (Thanks Laylad!). This ensures that the ragdoll will be the same for each client connected to the game. 
  • This functionality will allow for players to pick up other player ragdolls in the future, when I get it to work! 
 
The networking worked out-of-the-box, but there were some pain points regarding the sprite system. My current implementation is substandard, but apparently the sprite system is getting reworked so that's what I have to live with for now, and I'll update it when the new sprite system is available.
I have added a bunch of hats to customize your character! Just walk up to the mirror in the hub, and pick your hat.

LUTs over Tint or unique sprites

When it comes to the different fur colors I've gone with a custom sprite shader that allows me to use LUTs to recolor the sprite using different color strips.

The Player spritesheet is now just a gradient of reds, and depending on the red value it replaces the color with the colors in the LUT texture.

You can change fur color though the mirror aswell! Use the Attack button to cycle through the 10 distinct color palettes!
This update was created to make the game feel better and to create a more robust base to support more content in the future. There is still a bunch of jam-quality code of course, but some of the most important systems are quite stable it seems.
I hope you look forward to more updates in the future!

Thanks for reading,
-Saandy
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