We finished putting the final touches on the demo and are sending it out to a few testers tonight. Once they have had a chance to play with it and we address any issues, we will send it to a wider list.
We have also decided to make the demo available to anyone that has backed our Kickstarter campaign at Beta or higher. I.e. those that wanted an early look and were willing to put up with the limitations of early builds. It’s around 1.4Gb for the two demo levels.
One of the good side effects of working on the demo is it forced us to address some long standing bugs that we had been putting off.
- Write a manual
- Add objectives to the maps
- Sort the dialog answers so “goodbye” was always at the bottom
- Put the status indicator over the character portraits
- Assign skills to the NPCs
We also added the end of mission screen which includes the status of the objectives, the party, and some statistics about the equipment used.
We also added an “event cam” to the game. It’s purpose is to highlight important events to make sure the player is fully aware of what is happening in the game. We will add settings for the final product so players can customize which events are highlighted.
Changes of note:
Added check marks to objective list
Made movement modes available to AI waypaths
Maps can now specify if the characters start with a weapon equipped
Hide shooter weapon in gunsight cam to avoid possibility that weapon would block view
Fixed bullet trails and sounds for some weapons
Enabled event cam for kill shots
Fixed AI bug that cause NPCs to sometimes empty the clip into a already down character
Taught AI to reload
Added medium and heavy combat armor
Fixed icons for armor
Tweaked ROF for a few rifles
Added new pistol models
Added descriptions to armor
Fixed bugs applying armor to hits
Added keyboard shortcut for previous and next target visible to selected character
Replaced generic sounds with per-character sounds
Removed occlusion check for muzzle flashes. Was causing flicker.
Greyed character portrait when stunned, unconscious, or dead
Set skills for all NPCs on demo maps
Replaced placeholder NPC models with correct models
Fixed bug causing turns for unconscious characters.
Reviewed max-texture sizes for small objects
Added post-mission summary and stats screen
Fixed bug with default aim point after a melee attack
Updated 3D queue overlay to fix bug with stuck targeting line
Fixed gun empty sound
Hide contact counts when character is unconscious or dead
Added sorting support to dialog answers
Changed default to show long answers rather than short summary
Fixed cursor hitbox for hud to resolve small dead-space area
Added skill check for spotting and rate limit spot checks