Update: ALPHA v1.062
AI Optimizations
As the year is coming to a close, development has continued with Barricade. This time I put some focus into optimizing and improving the AI, updating to Godot's 3.5 NavServer for path finding, and fixing bugs (while probably creating a load of new ones).
All this was done in order to pave the path for new enemies to be added to the game. I knew the code the original AI was designed with wasn't going to hold up for release, and if I added more enemies it would have meant even more refactors later.
More Settings Options
When it comes to settings, you can never have too many. I've been on the lookout for more settings to add to the game and I'm open to suggestions.
I've added a
FOV slider, as an FPS player myself this should be a staple for any FPS game. I've also added a
Disable UI option for players who want to take cinematic screenshots and videos. (Or for you masochists that may enjoy the game this way).
Change Log
New Stuff
: Upgrade to Godot NavServer for enemy path finding.
: Added footstep sounds to the Lanker.
: New animations for Lanker.
: New attack sounds for Lanker.
: FOV slider to display settings.
: Disable UI option to display settings.
Changes
: Removed all props from the map for testing purposes (Oops, I plan on making a new level soon.)
: Adjusted audio levels for Lanker and Horker.
Refactors
: Refactored all zombie scripts.
Bug Fixes
: Sniper alt fire mode works again.
: Sniper will now get disabled on pause.
: Zombies will properly detect the player and vendo-machine. (Sometimes they wouldn't attack when they should)
: Horker spit will now persist after the Horker has died.
: Pistol and Hammergun UI will now be hidden when the game is paused.
: Pausing the game when the Hammergun isn't in your inventory no longer crashes the game.
[ 2023-12-19 17:44:11 CET ] [ Original post ]