




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
I fixed all remaining bugs (that I was aware of), added some new sounds and a new enemy. Oh, and I added achievements as well. Thank you for your support, ideas and crash logs. Have fun!
I just added the tournament mode. Grab some friends, enter your names, play the game one by one and see who's the best at shooting The Unspeakable Ones!
[img=https://imgur.com/Q0gS1CS.gif][/img] I pushed a new build; you can find destructible crates on the play area now. They contain ammo or XP bonuses (that's another thing I added in this build) - so it's certainly worth to look around for them!
- play area is restricted now
- impenetrable forest
- player starts on a road
- added a new enemy type
- added support for looping sounds to the positional sound system
- fixed numerous bugs with giant enemies death
- more balanced gameplay, enemies are getting more dangerous as the game progresses
- fixed some sounds looping for too long
[img=https://s3-eu-west-1.amazonaws.com/hplovecar/beginning03_sm.gif][/img] - play area is restricted now - impenetrable forest - player starts on a road - added a new enemy type - added support for looping sounds to the positional sound system - fixed numerous bugs with giant enemies death - more balanced gameplay, enemies are getting more dangerous as the game progresses - fixed some sounds looping for too long
[img=https://s3-eu-west-1.amazonaws.com/hplovecar/fence04_2.gif][/img] At last! It took much more time than I planned, but the new build is available now. Most of my work was spent on making a world generator which does not allow for overlapping of any objects (houses, roads, fields) - it was surprisingly tricky to get this right with all the object shapes and rotations available. The good news is that I can add new objects much easier now, so expect to have a more varied game area in the upcoming builds! [img=https://s3-eu-west-1.amazonaws.com/hplovecar/fence03.gif][/img] Changelog:
[img=https://s3-eu-west-1.amazonaws.com/hplovecar/fence04_2.gif][/img] At last! It took much more time than I planned, but the new build is available now. Most of my work was spent on making a world generator which does not allow for overlapping of any objects (houses, roads, fields) - it was surprisingly tricky to get this right with all the object shapes and rotations available. The good news is that I can add new objects much easier now, so expect to have a more varied game area in the upcoming builds! [img=https://s3-eu-west-1.amazonaws.com/hplovecar/fence03.gif][/img] Changelog:
[img=https://s3-eu-west-1.amazonaws.com/hplovecar/fence01.gif][/img] I'm adding things to live up the world a bit. My current focus are fenced areas; cultists need to move around them, they stop the Elder "bullets" and they crush and bow before your mighty car, if you're at proper speed! [img=https://s3-eu-west-1.amazonaws.com/hplovecar/fence02.gif][/img] I have to fix a few things about them first, but I'll push the update soon!
[img=https://s3-eu-west-1.amazonaws.com/hplovecar/fence01.gif][/img] I'm adding things to live up the world a bit. My current focus are fenced areas; cultists need to move around them, they stop the Elder "bullets" and they crush and bow before your mighty car, if you're at proper speed! [img=https://s3-eu-west-1.amazonaws.com/hplovecar/fence02.gif][/img] I have to fix a few things about them first, but I'll push the update soon!
[img=https://s3-eu-west-1.amazonaws.com/hplovecar/house04_sm1.gif][/img] Changelog: - added roads leading to houses, making them easier to find and easier to drive into - added garage-car impact sounds - added sounds and a particle effect for garage door's destruction - car engine sound is now muffled indoors - car is now slightly visible when indoors - houses shouldn't overlap anymore
[img=https://s3-eu-west-1.amazonaws.com/hplovecar/house04_sm1.gif][/img] Changelog: - added roads leading to houses, making them easier to find and easier to drive into - added garage-car impact sounds - added sounds and a particle effect for garage door's destruction - car engine sound is now muffled indoors - car is now slightly visible when indoors - houses shouldn't overlap anymore
[img=https://s3-eu-west-1.amazonaws.com/hplovecar/house03.gif][/img] I just implemented a different way to repair your car! There are a few shacks on the play area. They're used by cultists, but you can get inside and drive them off. A claimed shack (or is it a barn? Who knows!) becomes your garage and you can stop there to repair your car. I think it's much more interesting than the old and tired stop-to-repair mechanics. Also, it gives you something to do at the very beginning of the game, which was a bit too empty. Let me know what you think! (as you can see, I made the barn doors destructible - just for fun :) )
[img=https://s3-eu-west-1.amazonaws.com/hplovecar/house03.gif][/img] I just implemented a different way to repair your car! There are a few shacks on the play area. They're used by cultists, but you can get inside and drive them off. A claimed shack (or is it a barn? Who knows!) becomes your garage and you can stop there to repair your car. I think it's much more interesting than the old and tired stop-to-repair mechanics. Also, it gives you something to do at the very beginning of the game, which was a bit too empty. Let me know what you think! (as you can see, I made the barn doors destructible - just for fun :) )
[img=https://s3-eu-west-1.amazonaws.com/hplovecar/house02.gif][/img]
[img=https://s3-eu-west-1.amazonaws.com/hplovecar/house02.gif][/img]
I just wanted to let you know that I'm back from my vacation - so my work on HPL resumes! I put the XP/upgrades on hold for a while, since I want to fix a gameplay thing that bothered me since the release: regeneration. Currently you need to stop the car and stop shooting for a while to get the car auto-repaired. It's clumsy and not fun at all... So, I'm reworking it into something else (better, hopefully :))!
I just wanted to let you know that I'm back from my vacation - so my work on HPL resumes! I put the XP/upgrades on hold for a while, since I want to fix a gameplay thing that bothered me since the release: regeneration. Currently you need to stop the car and stop shooting for a while to get the car auto-repaired. It's clumsy and not fun at all... So, I'm reworking it into something else (better, hopefully :))!
I just pushed a new update with the XP system and a few basic upgrades. I wanted to make it richer first (more upgrades, better upgrade screen etc.), but I decided that you shouldn't wait too long to see it - so here it is. Check it out and let me know what you think, while I'm busy making it better! Changes:
[img=https://s3-eu-west-1.amazonaws.com/hplovecar/cultistmagnet01_2.gif][/img] It's totally unbalanced so far, but hey, it's fun!
I spent some time to rethink the gameplay and here are my ideas:
I added the pause menu in the latest build. The "Quit game" option might seem like a bit too much, but I really like when games allow me to quit to desktop anytime. [img=https://s3-eu-west-1.amazonaws.com/hplovecar/pause_menu.gif][/img] This (hopefully!) concludes the much-needed (and a bit boring) technical updates. Up next: work on improving the gameplay!
Phew! That took me a while, but I finally implemented customizable controls for you. Let me know if I broke something! [img=https://s3-eu-west-1.amazonaws.com/hplovecar/controls02.jpg][/img] Other changes: - Controllers: added digital controls for car movement, if you want to bind the acceleration/turning to regular buttons instead of analog triggers/joysticks. - preliminary handbrake implemented :)
I need to fix a few bugs and test it a bit more, but you'll be able to remap the keyboard controls soon!
I made a few fixes to the controller support and it works with the Steam Controller, Xbox 360 controller and the PS4 controller. Other devices should probably work as well :) Remember to use the Big Picture mode and remap the controls as you like! Other changes: - added sounds when collecting ammo - killing a cultist makes his body fly away a little
I just added controller support based on the Steam API in the beta branch. I tested it with the Steam Controller and the Xbox 360 controller and it seems to work well. But I need more devices to be tested before I push it to the public build! So, if you have any controller - please enable the beta access, download the latest build and run it through the Big Picture mode. Let me know if it works!
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