AHHH! The first of the updates is here!
Thank you to those who have left feedback so far, keep it up and i'll keep updating the game.
Below are some patch notes for your consumption. See the bottom for additional developer ramblings.
Fixes
- Smoothed out physics interactions when running people over with vehicles. Previously this sometimes stopped the vehicle abruptly.
- Fixed an issue where the player would be "pushed" occasionally when riding around on top of vehicles
- Player will now f*@$ing die when hit by vehicles at high speed
- Fixed LOD collision issue with sedans
- Bad drivers will now knock over stop signs instead of learning to drive or getting stuck
- Vehicles will attempt to no longer spawn inside other vehicles
- The breach timer will no longer immediatly hit zero when commiting crimes at the highest wanted level.
- Dead objects such as corpses will now be destroyed when traveling through portals in order to prevent dismembered zombies.
- Wanted triggers (such as entering a vault while seen) will no longer increase wanted level beyond crime severity (non-cumulative)
- Vehicle parking routine can no longer witch doctor Robert's head.
- Passengers dying in the car while you are driving is no longer an issue.
- Player will now ignore the colliders on the passegers heads while driving the vehicle, thus preventing them from following him later.
- AI bus explodey no more kerput.
- Fixed minor issue with story transitions
- Fixed a bug where dirty cops where pocketing large amounts of money in the evidence room
- Bug where AI would not spawn occasionally
- Fixed issue where vehicles that spawn with tiles are cleaned up when tile is cleaned up if the player is driving
- Ricky's skin is no longer random.
- Office floors do a better job at preventing the AI from walling.
- Fixed some issues with holdup mechanics
Updates
- Added drivable transit bus, stops for player and bus stops.
- Added drivable truck, truck will spawn in traffic (I did some donuts on the grass!)
- Bus stops and parking meters attempt to no longer spawn when roads are not nearby.
- Bus stops and parking meters attempt to rotate towards the road when spawned
- Stop signs can now be damaged
- Added signage to some buildings
- Increased the probability of a van appearing on the road or in parking spot
- Added under construction subway (will be usuable later)
- Added drug store
- Vehicles now use object pooling
- Breach gas and breachers now use object pooling
- Added new button to switch powerup to controls
- Added rooftop radio tower that can spawn during world generation
- Increase first person point of view limits to allow looking down off buildings and straight up at helicopters
- Increased probability of police station spawning
- Actor indicators will now be visible upon first encounter (used to be when you came back next)
- Unreachable background will now smoothly follow player during floating offset adjustments
- World generation improvements
- Changes to some below the map handling
- Fixed some nonsense errors that have no bearing in reality.
- Wanted grid now follows player from origin.
- Increased floating threshold from 100 to 1000 (there will be occasional shadow artifacts but this seems smoother)
- Added temporal anti-aliasing to curb shadow artifacts / jitter when approaching the floating threshold
- Tile cleanup now runs on its own routine and has its own threshold separate from the floating origin.
Story
- New story chunk (maybe 1/4th done)
- Added new special vehicle as part of story
- Modified the last part of the first chapter to require a few additional steps in order to complete the chapter.
- Significant item in the first chapter is now more detailed
- Story characters can now repeat what they said for the benifit of the player.
- Made some updates to story engine
- Added new powerup
- Adjusted postion of enemies to better suit nav grid
- Elevator no longer creates an alternate reality orphaning the current one.
Developer ramblings
This update started off with some new vehicles I wanted (namely the bus). Bus turned out really cool
Much of the changes after that were driven by story changes and things from my backlog that were more or less getting in the way of that. The next update will likely be similar but I would like to try to focus more on working off random things from my backlog / adding new stuff that I think is fun that really has nothing to do with anything (along with story updates / bug fixes). One example of that would be the subway. Making it so you can ride around from station to station underground. For what purpose? I guess I just think it is fun. Maybe you can use it to avoid the cops or there will be more of a purpose to it later. I would like to add more weapons early on in the next update as well that can be purchased. Originally I was going to add helicopters for something in this chunck of the story, but I may add those separate from the story. I have some concerns about flying around through the world quickly, much faster than the cars can go, so I will have to likely make some changes to world generation to accomidate flying vehicles, which could take a while. Perhaps that would be better for its own update. While speaking of vehicles, it seems like there is a need for faster cars so I will likely add a sports car of some sort that is a little bit rare. In line with that I think that the cops ability to chase you in vehicles is lacking and there needs to be more of a chase / crashing into you while you drive. Unfortunately that means I need to upgrade the driving AI which has problems with small objects and turning excessively, without doing so would result in the cops flooring it in your direction and crashing into things the first time you turn. Maybe it would turn out better than I expect, but I forsee this will take a while. I will likely just add it into a patch somewhere along the way.
If you like this game and wish it to continue recieving updates, please leave a review stating what you like / don't like and start discussions. The next update will likely be in a month of so.
Changed files in this update