DEADLAND v0.0.3


FIRST RELEASE!

--- BASIC FEATURES: ---

  • 2 Maps, WAREHOUSE and CHEMICAL
  • 11 GUNS - AK-74, AKM, AUG-A3, GLOCK-19, M110 SASS, M4A1, MP-7, Saiga-12ga, SCAR-L, Tavor
  • 2 Bosses (one for each map) Lightning on Warehouse, HAZARD on Chemical
  • 4 Normal enemy types, Spetsnas or Spetty, Rat, Intruder, Sniper
  • 4 Items, cash wad, morphine, tourniquet and bandages
  • A very easy to change implementation of attachments
  • Saving and loading when the game closes in hideout

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--- PLANNED FEATURES: ---

  • New guns (LOTS)
  • New map (wont say which yet, but I know what its gonna be)
  • A quest-line based on "traders" of sorts, similar to Escape from Tarkov traders 
  • New alternative boss for Chemical
  • New enemy types (not sure what yet)
  • Better ballistics systems
  • More detail to environments (similar to how the books and things appear on desks now) 
  • Better enemy AI
  • Flashbangs and smokes 
  • More key areas
  • Little things to make combat more exciting and fun


--- MORE TECHNICAL STUFF ---

Removed features (and why):

Grenades are fully functional and ready to go at any moment. The issue with them is that it makes killing bosses like Lightning and HAZARD far too easy. The plan is to implement them when the AI can run for cover, so that it takes a more well placed grenade to kill an enemy. I've thought of reducing the explosion range, having them be very rare and only accessible behind locked doors, but nothing has really stuck yet.

Enemies surrendering is planned to be a feature in the coming updates. Obviously this wouldn't work with bosses and boss guards, but so far there is a lock on it at the moment. Sometimes when a gun is pointed at a rat or intruder, they throw their gun to the floor and put their hands up. The reason this isn't in the current version is because its undecided what they should do after you leave them alone, because at the moment they just stand there for the rest of eternity unless you shoot them. The feature is also very buggy, and sometimes crashes the game.

A field of few/vision range for the player was excluded because of optimization. The game ran terribly when this system was in place because it was quite janky and makeshift. I'm trying to figure out a more optimized and precise way of working this, as it will completely stomp out the pre-firing meta, but at the moment I am not intellectually capable of figuring it out.


That's all for now, have fun!

Files

DEADLAND v0.0.3.zip 17 MB
Jun 03, 2022

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