Project Stray - New build and patch notes 7/17/2017 (Big Update!)steemCreated with Sketch.

in #gaming7 years ago

Download: Project Stray Here!


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Project Stray: Trello Board

There are a host of new changes and updates to the game. This includes a new Trello board that I have began for Project Stray. The Trello board still needs quite a bit of love but by the end of the week we should have a pretty solid idea of where the game is right now and where its going next.

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Project Stray: Patch Notes (7/17/2017)


Reworked the first battle area significantly from what it was before. This was to help the first fight feel less cramped.

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Implemented Automap system (New Functionality Added)

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  • Title-screen music improperly set to not loop (Fixed)
  • Intro battle is too reliant one weapon type (Pistol) (Fixed)
  • Mouse wheel up / Down borked (Fixed)
  • Slightly increase light machine gun rate of fire (Is now 0.15 shots per second / Was 0.2 shots per second)
  • Enemies wont attack player from long distances. (Fixed)
  • Enemies should stop shooting when player is dead. (Fixed) Note: Zombies will still eat your body
  • Rockets and grenades were not causing barrels to explode. (Fixed)
  • Using a home point to replenish ammo can destroy a players corpse forcing them to lose their stuff. (Fixed)
  • Rework healing to be one item. Reworked entire recovery system. (Large rebalance change implemented)
  • Removed Armor and Ammo kits and key bindings from the game. (No longer needed)
  • Auto Regeneration now only effects armor. (Nerf to health regeneration)
  • Health and armor on the HUD need to have proper icons. (Fixed)
  • Item weight pass, making sure everything weighs the correct value now. (Large rebalance change implemented)
  • Remove auto regeneration of Ammo from the game. (Large rebalance change implemented)
  • Added a generic ammo pickup to help the player replenish ammo for long sequences. (New Functionality Added)
  • Travel spawn should not replenish ammo unless the player dies. Moving between levels should not replenish ammo.
  • Generic ammo pickup needs a proper voxel mesh (Added)

All Weapon have been reworked!

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Pistols - (Higher res meshes created)
Pistols - (View Models Hooked up with SFX and GFX)

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Shotguns - (Higher res meshes created)
Shotguns - (View Models Hooked up with SFX and GFX)

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Rifles - (Higher res meshes created)
Rifles - (View Models Hooked up with SFX and GFX)

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Heavy Weapons - (Higher res meshes created)
Heavy Weapons - (View Models Hooked up with SFX and GFX)

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Advanced Weapons - (Higher res meshes created)
Advanced Weapons - (View Models Hooked up with SFX and GFX)

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Grenade Launchers - (Higher res meshes created)
Grenade Launchers - (View Models Hooked up with SFX and GFX)

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More to come next week!


You can support this project by simply following me and upvoting me on Steemit!
I regularly do dev streams here: https://gaming.youtube.com/c/CastleDoes/live
(4:00 PM EST Weekdays)

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Man I love seeing your project grow and flourish! Gonna try this version for a small beta test :)

Great post! Would you mind if I included it in today's "best of gaming"?

This post received a 1.1% upvote from @randowhale thanks to @zombiedoll! For more information, click here!

Jumping Jesus Howard Christ! That's a lot of work. 👍

Congrats! Things seems to go so fast and you are only one team company...