Pre-launch Updates
Author: Aceidu0us,
published 7 months ago,
First things first! As soon as the game gets a green flag review (FROM STEAM) I will make the game live. Its my fault, I waited an extra day to send it in for review, I wanted to make sure it was ready. Sorry if there ends up being a slight delay on release. I am still hoping for the review to come back today. Pushing an update for the launch now.
- Fixed the respawn issue and health bars stayting on screen.
- added a shoot house
- added extra step to puzzle
- added Weapons
- added weapon sway
- added more zombie animations
- added a "Controls" interface to the main menu (changeable controls will come in the future)
- added individual weapon reload sounds i.e mag_in, mag_out, bolt forward. Etc.
- New zombie spawn method ( this was built but kept secret until release)
- Added virtual Huds to Goon and doc for there drop pods and airstrikes.
- Fully fixed the robot (game is now packaged in full shipping mode) There was an issue with enumerations on the animation transitions
causing a full stop crash.
- fixed multiple nav mesh issues with zombies not being able to get to a character due to height or behind a blocking volume.
- Fixed issue with being able to see back up mag on sniper rifle
- fixed issue with seeing back up mag on X13 pistol
- Working on the spawn in glitch where players attachments are off the weapon. (this Has to do with clients spawning in AFTER the host has spawned) there is a minor latency issue with loading in with a certain players based on the hosts hardware. Simply put host will never have this issue, the Faster SSd hardrive you have (or if you open a single player level before multiplayer) The less this will happen. Obviously I'm working on a fix... it just comes down to loading all the data for every player BEFORE the level is able to begin. This is easier said than done. This can be fixed by pressing V then V again.
- Level system is complete. Your level will track you online and offline regardless of host/server.