On Monday, we launched the very first version of the Selaco Demo. To say that we are excited and happy with all the feedback we have gotten would be a severe understatement. Truly, thank you all very much for the love and the feedback about numerous things regarding the game.
Of course, like with any game that is still in development, a good amount of problems were found. The most recurring complaints were "Unfair difficulty" and "Visual clutter". We have addressed them both, but still have ways to go before we are completely satisfied with them. For now, we have made a handful of improvements that should enhance the experience of the game.
Summary
- Many changes to the visuals to improve navigation, improve encounters, reduce clutter and make things more 'natural' to look at. There is still a lot of work left here, we had to make do with the time we had, but the worst offenders should be significantly better!
- Additional rooms have been added to a couple of combat encounters to make them flow better.
- Big balance changes to combat.
- Ability to pickup and throw live enemy grenades.
- Map Controls are now visible on the automap. These will allow you to zoom out and pan around the map, as well as follow the player around.
- Performance enhancements, especially during combat.
- Quality of Life improvements
- Bug Fixes.
Added
- Added option for 'Reduced' Weapon Shake. This will not eliminate Screenshake when firing weapons completely, but will reduce the duration and amount.
- Added a warning system for future updates that will break save game compatibility
- Added additional information for the 'Smoke Quality' description
- Added the option to disable certain screen effects (Dirt, Healing effect, Armor Breaking and Dash Lines). You find these in Gameplay -> Immersion.
- Added an option to link mouse sensitivity sliders
- Increased Self Illumination to enemy spritework. This is a temporary solution, we will be redesigning the Rifleman enemy in the future to make them easier to pick out in combat
- Added the ability to pick up and throw enemy grenades
- Added the ability to slide kick enemy grenades into the direction of the sliding
- Automap now shows controls in the bottom left corner. Use these buttons to Zoom, Pan or follow the player character around.
- Added voice callouts for soldiers when Dawn loses her armor.
Balance
We've heard lots of great things here, but there are a couple of things that needed tweaking. We tried not to touch too much upon the higher difficulties because we feel like Captain and Admiral are (mostly) in a great spot, but lower difficulties could go with some improvements to make it playable.
Ammo Economy
- The amount of ammo dropped from enemies is now dependent on Difficulty. Lower difficulties have enemies drop more ammo. This means that exploration and discovery becomes more important as the difficulty level increases, while lower difficulty players can take a more simplistic approach without being required to explore too much.
- Increased amount of Machinegun Ammo from dropped Rifleman Soldiers (10 -> 15)
UC-36 Assault Rifle:
A well-liked weapon, but hipfiring was a bit too inaccurate and unreliable.
- (Hipfire) Weapon Spread has been reduced by 15%
- (Hipfire) Recoil has been reduced by 5%
Difficulty Changes:
All difficulties:
- Enemy damage decreased by 15% (Does not apply to Admiral)
- Additional ammo pickups have been added (Does not apply to Admiral)
- Headshots are far more likely to cause a stagger per shot. (70% -> 90%)
- All enemies are more likely to get staggered by regular gunfire on body shots.
Ensign:
- Enemies are much easier to stagger
- Enemy Damage reduced by an additional 10%.
- Increased the time it takes for Soldiers to begin firing after aiming at the player
- Enemies are far less likely to strafe and fire
Lieutenant:
- Enemy Damage reduced by an additional 10%
- Enemies are easier to stagger
Admiral:
The difference between Captain and Admiral was noticeable, but not nearly enough. We are giving the enemies some extra juice on this difficulty.
- Enemies are far more likely to strafe, and will be more likely to fire while strafing.
Melee Combat:
- Hitting props while sliding will no longer slow down your slide.
Rifleman (All types)
- Decreased weapon damage (4,5) -> (3,4)
Rifleman (Defending Stance)
- Defending Riflemen are far less aggressive and more likely to wait for Dawn to show up, rather than the other way around.
Rifleman (Attacking Stance)
- Same as above, except they are now less afraid to get close.
Engineers
- Damage per pellet decreased (5 -> 3) (Does not apply to Admiral)
Juggernaut
- Now takes 25% additional damage from the Roaring Cricket, which is a weapon with armor piercing bullets.
- Shotgun now damages the Juggernaut accordingly.
- Reduced Rate of Fire by 25% (Does not apply to Admiral)
Hardcore Mode
- Gwyn was not satisfied with the amount of money she gained from Saved Games and she has to stay in character. The Saved Game price has been bumped up from 600 to 800
- The game will now save right before picking up the UC-36 Assault Rifle in the patient room. This way, dying means you wont have to re-run the introduction again. You respawn right back into the first combat encounter.
Changed
- Explosions are a bit more performance friendly without sacrificing their visuals.
- Optimized enemy pathfinding to be more performant.
- Updated some texture work to contrast better with the rest of the environment
- Optimized enemy 'checks' to not happen 35 times a second anymore. They are more spread out and should result in far less strain on the CPU. This was a bad oversight from our end.
- End game credits can now be skipped by pressing BACK/ESC three times
- Quit To Title menu option added while in game
- Backspace can now be bound as a useable key in game
- An additional autosave has been added to Level 1-3. Apologies for everyone who had lost significant progress due to a poorly spaced out autosave.
- Low graphics preset disables texture caching for cards with low VRAM
- Low graphics preset now disables light shafts
- Destroying a window will now alert nearby soldiers
- Increased the volume of the UC-36 Firing sound to be more in-line with other weapons
- Removed 'Enemy Soldier deployed
[ 2022-06-18 03:21:31 CET ] [ Original post ]
🕹️ Partial Controller Support
- [0 B]
Selaco is a brand new original shooter running on GZDoom, featuring thrilling action set pieces, destructibility, smart AI and a fleshed out story taking place within an immersive game world. It draws inspiration heavily from F.E.A.R. in terms of action set pieces, while mixing traditional retro-FPS elements from QUAKE and DOOM, along with some more modern features. Together with professional artists who work in the industry, several having worked on successful throwback FPS games in the past, Selaco is a fully fleshed out world full of character, action, and mystery.
The story takes place during a violent invasion of Selaco, the underground facility that's home to the surviving refugees after the fall of Earth. You play as Dawn, an ACE Security Captain who, with her recent promotion and high level security clearances, is digging deep into the truth behind Selaco's murky history. Before she can finish her investigation, Selaco is rocked by explosions and armed invaders. While Selaco may take place in a large-scale conflict, much of it will be the personal story of Dawn, the center-piece of the game.
- A lengthy story-driven campaign
- Intense Action set pieces
- Custom AI
- Full soundtrack
- Professional voice-acting.
- Extra Gamemodes
- Full open-source modding support
- OS: Linux 64-bit | Ubuntu 18.04 | Mint 19 | Debian 10
- Processor: Intel i3 2100 or higherMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Anything capable of running OpenGL 4.0 (eg. ATI Radeon HD 57xx or Nvidia GeForce 400 and higher)
- Storage: 600 MB available space
- OS: Linux 64-bit | Ubuntu 18.04 | Mint 19 | Debian 10
- Processor: Intel i5-3570kMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 1 GB of VRAM with OpenGL 3.3 (GeForce GTX 630 or higher)
- Storage: 600 MB available space
[ 6132 ]
[ 2625 ]