Project: Firmament Beta (v0.2.0)


BIG BETA VERSION!!! I tried to pack as many new mechanics into one update as possible, praying it works.

Major additions from least significant to most significant:

(DUAL WIELDING)

-Hitting [R] will now allow you to swap to a potential secondary! The only downside is that when carrying two guns, you will receive a 10% speed reduction.

(THROWABLES)

-A new menu will allow you to equip one throwable! Hitting [F] in-game will have you chuck whatever you have equipped!

-Starting with only 1 at the beginning of missions, you'll eventually obtain another after a certain amount of kills! Each throwable has a unique hold maximum and kill charge rate.

-Some maps have special locked throwable stashes that can be unlocked with a key found somewhere randomly in the map. The crate will automatically give you your Throwable's maximum amount and has a static cooldown of 300s (600s on Nevermore difficulty).

-There are six throwables that are unlocked via various ways: Grenade, Molotov, Gasnade, MN-MED, MN-AMMO, and MN-TURRET.

(DATABASE/RISK)

-A new menu will allow you to view every single type of enemy you've killed! By clicking on them, you can view descriptions and art for each!

-Some missions will now require certain Risk amounts from one or more relevant enemy factions. (Said risk increases by 5 per difficulty, given there's any to begin with.)

-Certain enemies that belong to these factions have "Risk Perks" that can be equipped in the Database, each Risk Perk giving a specific amount of Risk to that enemy's factions! These Risk Perks will always make them more of a threat in one way or another!

-More relevant Risk will also result in more score gained at the end of a mission.

(ENTRALLA PART 1: "CORPSES")

-When near corpses, holding down [LEFT SHIFT] will begin consuming the corpse and raising the Entralla amount.

-When you hit the maximum amount of Entralla you can carry, a counter showing the amount of corpses on screen will appear. When [LEFT SHIFT] is hit again after a brief cooldown, all corpses around the map will get erased and replaced with either nothing, an ammo drop, or a syringe. Along with that, one of the corpses will also spit out an Entralla Item. An Entralla Item is an upgrade that slides towards you and will permanently modify something from your gun's stats to your health or speed. If ignored for 60 seconds, the Entralla Item will vanish and refund you 500 Entralla instantly. After each main Entralla usage, the maximum required to trigger it again will rise to be higher (modified by difficulty.)

-There are currently 11 Entralla Items in the game. Many more will likely be added that require unlocking. The system for them is yet to be fully decided.

(ENTRALLA PART 2: "BLEEDOUT")

-When hit below 0 HP, 1/3rd of your Entralla will be instantly lost. You will enter into a state where your collected Entralla amount begins to quickly deplete. Once it hits 0, you properly die. You cannot collect corpses while in this state; only killing enemies will increase your Entralla. The only way to leave this state is by healing above 0 health via any method. If your Entralla goes below 120 from the initial entry into this state, you will instead instantly die.

(ENTRALLA PART 3: "PERKS")

-A new menu will allow you to view several Entralla Perks! These perks only activate once you call Entralla, doing a bunch of various tiny effects usually based on the number of corpses present across the map. Equipping Entralla Perks pulls from a unique "Levels" amount, which is a combination of each of your character's levels. This has no effect on your characters or their levels.

-There are currently 6 Entralla Perks. They will likely be touched up in the future.

-This menu also allows you to view every single Entralla Item in the pool. This may be updated at a later date.

---+---

(OTHER ADDITIONS)

-Melee swing animation.

-Due to frequently shooting invisible parts of cars' sprites, car decorations now have an automatic system that gives them a larger hitbox for physical collision alongside having more accurate hitboxes when it comes to gunplay.

-Camera zooms between different types of guns are now tweened.

-A timer will now appear next to the current gun's ammo when in aiming or end lagging states to give the player a bit more information.

-Laurasia's "Escape Plan" and "Fortress" perks now use [Z] instead of [LEFT SHIFT].

-Wiremesh tiles that are meant to be physical now have no opacity for clarity.

-Several new tips.

-All death passages rewritten alongside 50 additional death passages.

(MAP CHANGES)

-"Power Station" now has one extra random door. Throwable crate and key have been added.

-"X_ Escort" now has two randomized paths at the beginning for X_ to take. Its ammo room has been expanded. Extra decoration added. Throwable crates/keys have been added.

-"Transport" will now always spawn at least one Tumor Turret on Standard. A random one of its sheds in the bottom right will always start open. Progress to open sheds lowered from 1200 to 600. Throwable crates/keys have been added.

-"City Heat" received more decorations.

-"Bank Withdrawal" now has random events that happen during silent.

-"Emergency Room" now require 10 ELF Risk.

-"Rat Poison" now requires 20 ELF Risk.

-"Fragile Warning" now has one of two major enemies that can spawn after the second security gate has been opened. Throwable crates/keys have been added. 15 ELF Risk and 10 KING Risk now required.

-"Southern Holdout" has modified drone spots intended to make it less oppressive against the enemy. It also has randomized doors akin to "Power Station." 10 ELF Risk and 5 KING Risk now required.

(GUNS)

-Sniper Rifle aim time has been lowered from 1.65s to 1.45s. Its aiming speed has been raised from 5 to 45.

-Sidearm Range nerfed from 800 to 700, Double Sidearm Range nerfed from 1820 to 800.

-Shotgun aim speed raised from 50 to 80, Heavy Shotgun aim speed raised from 20 to 80.

-Rifle aim speed raised from 50 to 100, damage per shot raised from 25 to 30.

-SMG now has 40 ammo instead of 30 and does 18 damage per shot instead of 15.

-Revolver now has 8 ammo instead of 6.

(ENEMIES)

-The way that enemies aim at the player has been heavily reworked. They will now cancel their shot if the player gets behind cover fast enough. The progress of their aim time is now displayed via a line that changes color.

-Enemies no longer have any unique properties during Nevermore difficulty. All previous properties have been turned into Risk Perks.

-Shooting enemies will now apply stun to them.

-Ranged enemies will no longer pathfind while stunned.

-Citizens heavily reworked again. Most importantly, they now have a second phase before calling the alarm that will notify the player from any distance.

-Tumor's speed lowered from 90 to 75; Big Tumor's speed lowered from 80 to 60.

-Big Security's aiming time was lowered from 2s to 1.7s.

-Corpses now fade in 20s (down from 60s.)

-Wave length in relation to difficulties slightly tweaked. There are now generally fewer enemies that get added per wave.

(MISC)

-Aiming text has been hidden because of UI clutter and lack of use. It may return in future versions.

-Characters now has slightly differing melee ranges based on how big they are.

-Laurasia's "Pistol Lover" perk now has the added limit of only increasing it up until the weapon has the ammo reserve is still under double the sidearm's starting size.

-"Bank Withdrawal"'s story description slightly updated.

-Escorts will now go incredibly fast if there are no enemies in a large radius and the player is right next to them.

-Transport now requires level 2 instead of level 4.

-Disinfection now requires the player to be level 6.

---+---

(BUG FIXES)

-Targeting multiple enemies now works as intended. Previously, you would stop after the 2nd queued target.

-Titans Inbound on Laurasia's Past and Scarren's Past missions spawning Big Oppressors far more often than intended.

-Beta 0.1's Melee Cooldown system was slightly broken when it came to Tumor-esque enemies, which caused them to be far more overwhelming than intended. Old functionality has been restored.

-Fixed visual inaccuracy with Laurasia's "Surprise Attack" perk that caused the damage indicator to display far more than the actual damage being dealt.

-Fixed an issue with Laurasia's "Pistol Lover" perk where it was activating even while not at full health.

-MN Security enemies were using an older version of code that caused them to sometimes get stuck. This has been fixed.

-Fixed ammo stashes on Nevermore difficulty, making all health stashes get increased time instead.

-Targets in Firing Range can no longer be shoved around.

-Fixed some decorations in "Bank Withdrawal" not being layered correctly.

-Text not playing during one of Laurasia's intro of "Transport" has been fixed.

(KNOWN ISSUES)

-Rare bug that makes the Muu gold on "Bank Withdrawal" unable to be collected. It's only happened once, and I can't replicate it.

-Rare one frame(?) bug when it comes to trying to shove, punch, and toss a gun at the same time. Unable to replicate on my own, the general reason is somewhat known and a failsafe has been added appears to work.

-Ammo stashes are sometimes opaque even when they can be used.

(THESHOEBURGLAR RAMBLE)

One thing I hope for in the future with all this update's new possible avenues of content is that players find the best way to serve their own playstyle. I'd love it if cheesy options opened up if the player were high enough level and had enough of a brain to build around both functioning perk combos and their own favorite way of fighting the horde.

Reworked/additional character perks and new missions are likely on the horizon. I feel like I'm likely to go back on my original plan of developing mostly privately because I've come to realize that I work far better with constant iteration testing. (My game design principles have been destroyed beyond belief by only playing bad games.)

Files

project_firmament_v0.2.0_windows.zip 126 MB
2 days ago
project_firmament_v0.2.0_mac.zip 118 MB
2 days ago

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