Project Apocalypse - Pre-Alpha 1.1.0: Full change log
Hey everyone ! Project Apocalypse is a project I started in 2020 and posted on Gamejolt, now, I decided to bring it also on itch.io, so… Welcome !
I already published a playable version of the game on Gamejolt: Pre-Alpha 1 - Released March 19, and today i’m bringing a new update ! So in this first update I made a lot of changes, fixes and added some new content ! See the full change log below to know all the changes:
New content:
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The first important new feature is the New option menu ! This menu brings a lot of requested settings (like Keybindings, FOV, FPS limit) in a totally new and clean UI !
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Weapons Upgrades are now fully part of the game ! You will now found ‘blueprints’ all across the map, which give 1 upgrade for a specific aspect of the weapons (reload time, precision, etc.). These upgrades are not binded to a specific weapon, you can choose to put them in any weapons (3 upgrades maximum per “class” of upgrade).You will find the ‘blueprints’ inside those kind of crates.
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Next, we have another new UI, the Inventory: It Indicate to the player which weapon he actually equip, how many ammos, projectiles and heal items he have.Note: the Inventory will be used later in other usages than just show a resume of the player’s stuff.
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In this update I also added a new Shotgun to the loot pool ! Note: I will add one or more weapons into each update !
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Finally, the last new feature I added in this update is Fall Damage: Fall damages are an obligatory mechanic for a survival game, so… here they are !
Changes:
This update bring also a lot of changes with Quality of Life features, Balancing or Visuals updates.
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(QoL) Improved the Stamina bar visibility and added a small number to improve even more the visibility of the stamina status
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(QoL) Added a bloody effect overlay becoming more intense when the player is low hp
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(QoL) You can now skip the waiting time between the waves by pressing ‘X’
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(QoL) If the last few Zombies are hidden or get stuck, the player will have their position after some delay
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(Balancing) Reduced the Zombies range of damages (4-8 damages -> 3-6 damages) and reduced the range of speeds (600-650 -> 400-550). In return, Zombies now slowdown the character when he got hit (for 1s)
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(Balancing) Nerf of the damages for the Machine Gun (14 -> 10) and reduction of the mag size (110 -> 105), all this reduce the number of zombies that can be killed with one mag (15 -> 10)
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(Balancing) Reduced Stamina depletion quantity (2 -> 1 for sprinting; 10 -> 8 for jump) and reduced the time before the stamina regen (3s -> 2s)
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(Balancing) Tweaked some parameters on the wave spawner (resulting on a more smooth increase of difficulty)
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(Balancing) Hugely reduced sniper dispersion while aiming
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(AI) Improved AI’s navigation zone allowing them to move easily on the map especially on the vehicules even if some are still problematics. Note: I’m working on a totally different system for pathfinding by including the ability for Zombies to jump procedurally
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(Performances) Improved general stability and performances resulting in a more stable an higher framerate Note: Zombies spawn can still cause some lags, further investigation will be needed in order to fix or improve this
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(Visual) Changed a bit the main menu and pause menu to be in agreement with the other UIs style
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(Visual) Removed the ugly floating widget indicating the life of the zombies, don’t worry, they still have 100 hp
Fixes:
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Fixed a bug which, in some case, can cause the player to lose control of character when exiting the Workbench and exiting the Workbench won’t duplicate anymore the main HUD
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Interact with the Workbench no longer reset the zombies counter
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Fixed a bug which can cause the UI to don’t update properly the Zombie count
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Zombies attacks will now be accurately calculated (this avoid some of the attacks to be skipped or doing wrong damages)
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Disabled the native virtual reality support of Unreal Engine which can cause the game to start in VR mode for some users
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Fixed a bug which caused the stamina to be consumed even when the player wasn’t moving
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Fixed a problem which could cause the ‘weapons list’ UI to glitch off the screen in some resolutions
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Projectiles will no longer be launched when the Healing or Projectile Selection Menu is active
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Blocked some places where zombies couldn’t follow the player
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Zombies wont respawn until you exit the spawn building after being dead
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Grenades Frag won’t anymore deal damages through walls Note: Fire from Molotov still deal damage through walls, that is intentional
Known Issues:
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Zombies don’t react to Projectiles
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Zombies still can’t reach some places, especially some tall vehicles
Files
Get Dead Alone
Dead Alone
Status | Released |
Author | Nerwy |
Genre | Shooter, Action, Adventure, Survival |
Tags | 3D, First-Person, Low-poly, post-apo, Singleplayer |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial |
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