Devlog - Game Update V0.9.0


Wooo! Almost one year since the last update... And now there's a new one!

I decided to go back to TFG after a long pause, my other game project also got abandoned and I was doing absolutely nothing with it, more or less as well as other scrap projects, and I told myself to go back to this one, hence I did! So here's the big update!

Added:

++ Implemented a new loot system, changing the interactions with the flashlight: loot are small boxes scattered around the island like stones but more rarely, you can pick them up, filling your new blue bar that represent your flashlight battery.
++ Added an underwater visual effect over the player's eyes, obstructing the view a bit more as well as fog and blur.
++ Added a footstep splash sound when you're walking on water.
++ Added a new sound while you are under the effects of the Firlyn monster.
++ Added a input setting, pressing the "H" key will toggle the HUD on and off.
++ Added a small glittering effect on the sand material if the camera is close enough.
++ Added a new particle system on the guards only when they are on rage mode, and reworked the eyes particles.
++ Added a new tree model, optimizing the overall game by the performance and the gameplay a bit.
++ Added a new small animation for the guard, can be seen when a guard is enough close to the player.
++ Polished the player's HUD slightly.
++ Reworked and possibly improved overall animations slightly.
++ Improved some particle effects, and added a fog particle system.
++ Improved the sky very slightly as well as the fog.
++ Modified the Firlyn Monster's model to a humanoid model with a custom animation (the other one was so lazy what is wrong with me...).

Changed:

+- Added again the ability for the AIs to keep chasing the player for several seconds after breaking sight.
+- Highly reduced the overall speed (NPCs and Player).
+- Reduced the map size while reworking it to balance the above change, as well as zone actors and the Objective radius.
+- Reduced the stones size.
+- Reduced slightly the AIs line of sight and hearing.
+- Modified the stealth system slightly, the player cannot move anymore while crouched, yet after 5 continuous seconds after being crouched the player is undetectable for as long as he's crouched (can be used as a strategy to capture objectives more easily * wink, wink *).
+- If the player enters water; dives into water, its velocity is halved on contact.
+- Modified the Firlyn Monster spawn settings, adding the difficulty as a setting to its spawn radius.
+- Modified Martin's abilities, changed the flash time from 0s to 0.5s.
+- Modified the leveling system, reduced the hidden level requirements for each character at which they can be unlocked.
+- Modified the AIs killing system, they one shot you again if they're too close to you.
+- Increased the day/night cycle speed.
+- Reduced maximum guards from 9 to 5.
+- Removed danger zone acceleration, it's a constant acceleration now.

Removed:

-- Removed unused textures, materials, animations, particles.
-- Removed the option to change the Post-processing, Texture quality, Effects quality settings, as they do not affect; do not change anything.
-- Removed reverb.

Fixed:

! The flashlight no longer blinds you with bloom if you approach a surface too much.
! The particle system used when you grab a stone, if grabbed underwater, the physical interacting particles does not get stuck anymore.
! Rain particles and wet particles are no longer emitting when the player is created.

! Fixed AIs path, when the player stood on a border with free height below the AIs started going below him because of a false positive check.
! Fixed the fog going away at night times.

Get The Firlyns Glitter [On Hold]

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