Big Update - v0.6
Look around and reload, because you're about to take some heat...
I'm delighted to finally announce the first big update to Project Unknown - v0.6! It only took a little more than 40 days to release, but it's a major step forward in the world of alpha and it gets even better from here. This version addresses major issues identified in v0.5 and adds to the portfolio an array of exciting new features, including an all-new color scheme! Players now also have access to the internal level generator settings, allowing you to tune your gameplay environment to your liking - this has been introduced to reveal the dynamic nature of play depending on the environment. Finally, you have a say as to your primary equipment and the choices aren't many, but the difference that it makes is huge. More information about procedural world generation and equipment dynamics will be shared in coming weeks, but for now, enjoy the change log below and get back into the action!
CHANGE LOG:
-Fixed grappling hook use around world borders; players can no longer grapple to air.
-Fixed player/unit spawn zones from spawning inside crates and doors.
-Fixed damage while parachuting; player is now invincible while mobile. (Parachuting and world entry currently disabled in the public alpha).
-Fixed fall damage formula; players will now take proper fall damage; hostiles will die while falling from excessive heights and objects will be destroyed.
-Fixed consistent visual tearing/lines between objects/terrain tiles.
-Added background lighting/fog to enhance visuals.
-Added animated parallax background.
-Changed primary aiming cursor.
-Added menu cursor.
-Added HUD with weapon graphic and ammo bars.
-Set on-body ammo limit to 300.
-Updated elevator construction and use timer.
-Updated elevator access script, no longer forcing player to center of elevator.
-Added walls to cover entryways.
-Added screen flash when taking damage.
-Added visual penalty when taking damage, temporarily reducing visual range.
-Added action key / controls GFX to aid new players.
-Updated initial screen color fade effect to match world background color.
-Implemented optimized load indexing to world generation in order to reduce CPU use during loading.
-Updated loading screen to include progress bar and current state; added animated logo.
-Fixed elevator buzz continuing after getting off the elevator.
-Fixed wall-jumping at map borders, players can no longer jump off of air.
-Improved player body collider to make it easier to jump over objects.
-Added bullet fade to enhance the perception of bullet glow.
-Added weapon recoil animations to all current player and AI weapons.
-Fixed weapon reload animation from showing a shadow weapon use graphic by restricting reloading to when weapon is not in use.
-Added ability to hide dead bodies; this reinforces stealth play and allows players to maintain a low profile even after battle.
-Added chance of medic kits in structures.
-Added game launch menu with link to game's page.
-Added camera interpolation to smoothen screen play.
-Updated out of ammo state to not change cursor color, but instead set player weapon pose to relaxed.
-Added wire fencing around structures.
-Added experimental main menu with alpha disclosure.
-Added experimental deployment menu with level generator settings and equipment selection.
Files
Get Project Unknown
Project Unknown
An Experimental Tactical Shooter
Status | Prototype |
Author | DLZStudios |
Genre | Shooter, Action |
Tags | 3D, 3D Platformer, Low-poly, Singleplayer, Tactical |
Languages | English |
More posts
- The Evolution of Alpha v0.7Apr 09, 2022
- Public Alpha Released v0.5Apr 08, 2021
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