[b]NEW DEMO RELEASE INCOMING![/b] Over the past few months I've been working non stop on a new demo revision for Conscript. This new build is a refined version of the Kickstarter demo from back in June - with smoother gameplay, unlockable extras, QOL improvements and a larger suite of options to play with. I'm currently tidying up last minute bugs and sorting out some balancing issues. Granted no major bugs pop up in the next few days, Halloween will be when the new demo launches. If anything disastrous happens, I will launch on November 11th instead (Armistice Day). If there are any delays, you will all be the first to know. Here are some of the things I’ve been working on, all of which will be available in the new demo to see. [b]New animation pipeline:[/b] Part of this system recode is a new workflow for creating animations. Having this new system in place will make creating future content much easier for myself! One such new feature is unlockable costumes! For the longest time I thought that implementing alternate costumes was not really possible due to the fact that the game is actually sprite based - but I found a way! A true survival horror staple, I’m sure you’re all happy to hear this news. Here’s a sneak peak at one in particular for the final game: [img]https://clan.cloudflare.steamstatic.com/images//37541422/9df7a4595df751655e809158853b102ec4fff852.gif[/img] Change unlocked costumes on the fly! History fans will recognize that this is the French Army uniform from 1914 - before being swapped out for the Horizon Blue style uniform later in the war. This happened largely due to the bright flamboyant reds being too easily visible from a distance. I actually had to write an essay about this very uniform for my last semester of university, so there was no way I was leaving it out of Conscript. Let me know if you have any ideas for historically relevant alternate unlockable costumes for the final game. This new system also made it possible for me to actually have the gas mask be visible on the player character. A nice little touch! [img]https://clan.cloudflare.steamstatic.com/images//37541422/528374abbc1da000dc4216bbf1e8d097facf2633.gif[/img] [b]New weapons:[/b] I can now create weapons at a much faster rate. Here’s the latest - the trench shovel. During trench raids, soldiers would often have no other weapons at their disposal other than basic tools lying around. [img]https://clan.cloudflare.steamstatic.com/images//37541422/690d07fb250844e0d264acac5c2e85e043473338.gif[/img] Any other WW1 themed melee weapons you’d like to see? [b]Melee improvement:[/b] Melee weapons now have a weak and strong charged attack. Charging up a strong attack results in double damage and a guaranteed stun - at the cost of precious time. You will also have to watch your spacing! This change helps add a little depth to melee combat, which was lacking. [img]https://clan.cloudflare.steamstatic.com/images//37541422/61e47402e53f541d94cc2e3db223e22cae6dfbd7.gif[/img] [b]QOL improvements:[/b] There are probably too many of these to name, but I’ll list off a few: The specific player location in a room is now visible on the map: The itembox has had a revamp, and now supports taking/depositing specific amounts. [i]Other small changes:[/i] Items can be auto-combined from simply placing them over each other in the inventory. Health items can now be used straight off the ground without the need to backtrack to an itembox incase you were full. Inventory mouse controls have been streamlined considerably. Many UI assets and icons have also been cleaned up. The notes, options, inventory and map screens have also been refined. And more! [b]Multiple save files:[/b] Admittedly, this feature is long overdue - but it’s here now. It essentially works identically to old school Resident Evil. [img]https://clan.cloudflare.steamstatic.com/images//37541422/736c3c40021e5ec4ba98c3616eda344299f79b5f.gif[/img] [b]Infinite ammo:[/b] The stretch goal we reached back in June has already been implemented and will be available in the demo. It will have to be unlocked though - and I’ll leave that part a secret. Here’s a look: [img]https://clan.cloudflare.steamstatic.com/images//37541422/89bf6474b722c5ee26c0d50aeed85a2001edcef6.gif[/img] In this game, it functions as a normal item. If you have it in your inventory, you will be able to reload as many times as you want. [b]Enemy type revamp:[/b] I’ve also been working on some new enemy types… Here we have a new standard shovel soldier: [img]https://clan.cloudflare.steamstatic.com/images//37541422/fef34bfe8dbdd8a3bffb2e799e57c05a51d100a5.gif[/img] These are probably the easiest enemy type - although they can still deal large damage in groups. And of course, here is the iconic masked trench raider equipped with his raiding club: [img]https://clan.cloudflare.steamstatic.com/images//37541422/1662db4998b55f1d99ad51904015657ef4d2887d.gif[/img] The trench raiders are now a higher tier enemy class - and will prove to be quite a challenge to take out. They are fast, and hard hitting - so it may even be best to just avoid them. You'll also notice they have new sprites that are more historically accurate in terms of colour schemes and equipment. Oh, and one more thing I should mention about the trench raiders... they can now sprint. [img]https://clan.cloudflare.steamstatic.com/images//37541422/f1084853bd9275dec20173c3826d09302192ce11.gif[/img] You better watch out! I am also working on a rifleman enemy class that can attack you from range, although I was not able to complete and balance them in time for the demo unfortunately. Here’s a sneak peak: [img]https://clan.cloudflare.steamstatic.com/images//37541422/b960ed48ac7faf918db541eb3f5e79c74d9469a4.gif[/img] [b]That's all for now, keep an eye out for the new demo coming soon! [/b]