Project: Playtime Phase 3: Forsaken
Author: tyler.sanchez,
published 1 year ago,
[previewyoutube=SSuj6gnXLzg;full][/previewyoutube]
[h1][b]Patch Notes[/b][/h1]
[u][b]Store Overhaul[/b][/u]
[list]
[*] Replacing Daily Offers with total Item Catalogs for Monsters and Specialists
[*] Most of the cosmetic items will be available in the store and will be purchasable via Tickets
[*] All Items will have descriptions to add more flavor and potentially touch on our lore
[*] The store will be modified to offer sales on both PlayCoins Packs and Cosmetic Items themselves
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[b][u]Matchmaking System[/u][/b]
[list]
[*] Players will select their role from the Main Menu and quickly be able to find and join matches as that role
[*] Monster Players will always serve as the host player
[*] Removed Host Migration
[*] Allow Specialist players who die early in the match to be rewarded for their accomplishments and move on to the next game, without having to wait until the end
[*] If the Monster ever leaves the game, all players will be returned to the Main Menu and receive their match rewards
[*] Party system and Private matches are not going to make it in this update but will be added ASAP
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[u][b]Map Vote[/b][/u]
[list]
[*] When loading into a match, all players will get to vote on the map they want to play
[*] Monster Player's votes will have a slightly higher weight than Specialists
[*] Once all votes are in, the game will pick a map from the votes at random (More votes for a map equals a higher chance of it getting picked but it is not guaranteed)
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[u][b]Comms System[/b][/u]
[list]
[*] Added a Radio Comms System for Specialists
[*] Players can select one of the predetermined prompts to effectively communicate needs and warnings with their squadmates
[*] All maps have been segmented into specific named sections and when the comms system is used it will reference this section’s name in the callout
[*] The player’s current location will be visible on their HUD and will be used to contextualize callouts
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[b][u]Huggy Hatches Changes[/u][/b]
[list]
[*] Removing the Huggy Hole mini-game from Project Playtime
[*] Replacing the old system with a less intrusive experience
[*] Players will still lose one heart upon being deposited; for every 60 uninterrupted seconds they will lose an additional life
[*] Only one Specialist is allowed per hatch
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[b][u]EKG HUD[/u][/b]
[list]
[*] Replacing the current Specialist HUD with a stylized EKG-Centric Display
[*] Updated Player State Icons
[*] Additional Player State Icon for the new “Carried” State
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[u][b]Misfit Pit[/b][/u]
[list]
[*] Explores a different section of the larger Destroy-a-Toy facility
[*] This map is designed to be a fast-paced, action-packed map that will keep Specialists on their toes
[*] This map is a cylindrical design with three floors and unique Line-of-sight opportunities for Monsters and Specialists
[*] This level was also designed with the flow of chases in mind to make every encounter impactful and memorable
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[u][b]Coming Soon Event Toybox[/b][/u]
[list]
[*] Added a limited-time free toy box for all players that is exclusively tickets
[*] Players can earn up to 50,000 tickets!
[/list]
[u][b]Sound Rebalance[/b][/u]
[list]
[*] Attenuations on Monsters, Players, and environment sounds have been reigned in to make a more immersive and fun experience.
[/list]
[u][b]Pipe Nerf[/b][/u]
[list]
[*] The pull pipe has been nerfed to require two hands per rail to start pulling the pipe down
[*] A new texture on the rails has been implemented to reflect this change
[/list]
[u][b]Start of Match Changes[/b][/u]
[list]
[*] The monster countdown and train arrival sequence are being removed since they are no longer required
[*] Intro Sequence - At the start of the match you will see a sequence a camera sweep of your character and any equipped cosmetics
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[u][b]Balance Changes[/b][/u]
[list]
[*] Specialists will now get a small speed boost upon being hit to try and extend chases and make them more impactful
[*] Specialists also get temporary invulnerability upon rescue from the hatch
[*] Specialists also get a speed bonus for reviving a teammate
[*] Dash handles are being removed from all maps
[*] Specialists now have a deeper crouch making hiding easier
[*] Monsters' Footsteps volume and attenuation are reduced while crouching
[*] Merged Total Lockdown’s effects into No Escape
[*] Merged Directionless’ effects into Living Nightmare
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[u][b]QOL Changes[/b][/u]
[list]
[*] Almost all of our assets in-game have been further optimized to help the game run better on low-end specs
[*] UI is now more performant for our players
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[b]100+ Bugs Fixed![/b]