Defend The Train - Version 0.0.7 ALPHA

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Version 0.0.7 ALPHA
This small update includes a few fixes & changes while taking out the content from the Halloween 2020 event.

Fixes

  • Fixed train clipping occasionally getting stuck(?)
  • Fixed track not properly unloading after a Game Over

Removed

  • Removed Pumpkin Valley

General Changes

  • The train healthbar will now show how much damage a part has taken in a wave
  • Updated recharge bar UI
  • Returned UI to normal colour scheme
  • Returned lobby to normal

NOTES

The Defend The Train Halloween 2020 event is now over. The badge for completing the event is now unavailable.

Since this update does not include much new content and the game has been in ALPHA for a while now, I thought I would give an update on the game’s status. Currently, we are continuing to work on the core features of the game before we put a focus on pushing any cosmetic content.

Like mentioned, we are currently putting a focus on the core parts of the game before we focus anything on the cosmetics. A list is provided below of what’s left for ALPHA and an idea of what’s to come in BETA.

ALPHA

Enemy AI Updates
  • Different variants of selecting targets, currently only targets the nearest part
  • Spawn positions, new type that will allow vehicles to not only choose a random player’s position when spawning
  • Switching lanes, allow certain vehicles to be able to move closer or farther from the train
First Person Viewmodels
  • Include actual viewmodels for playing in first person
Loading/Transition Screen
  • Screen that appears when joining the game or when a track is loading that smoothly transitions in and out
Boss Waves
  • Wave types that occur every 5 waves after wave 10, players fight a non-seasonal boss that is exclusive to specific track

Ghost Town Boss Sketch by woopercooper

Difficulty Select
  • Voting option at the start of a game to allow players to set the difficulty of the game

BETA

Hub World

The game would be updated to have a hub world used to create lobbies all under the theme of being hired by contractor to be apart of a Train Defense crew

  • The Hub World would offer a way to be able to play with anyone you choose easier
  • The Hub World would offer access to other features such as a Tutorial or a Shooting Range to be able to test weapons for free
  • Players will be given the option to stay in a lobby or teleport back to the Hub World after a game has ended
Shop

A shop will be added to hold any of the cosmetic content added into the game.

  • Weapon unlocks would be added which offer different upsides and downsides while still keeping the default weapons a viable choice
    – Weapons would have a rank lock on them, though would not completely lock a player from obtaining it. Weapons will have a base price that is expensive and will gradually decrease until the player reaches the rank requirement where it will be awarded to them.
    – Lower rank weapons would likely include more basic stat-swap weapons with the higher rank weapons offering more unique concepts.
    – Class specific unlocks would not stray away from the class’ role. Gunslinger unlocks will still be precision based with higher enemy damage, Medic unlocks focusing on healing, and Psycho unlocks staying relatively inaccurate with higher vehicle damage.
  • Character & Weapon skins will be added which changes the appearance of your character or item.
  • Access to the shop will always be available in the Hub World and available at the end of a wave in a lobby
    – The Hub World shop will be generally basic with no featured items and access to items owned, anything purchasable, or any crates.
    – The shop stand that appears after a wave in a lobby will include a featured section of the newest crate with the chances of a rarer item appearing in the featured increasing the higher the wave.

For those who completed the Halloween 2020 event, you will be given these 3 skins on the BETA update all designed by @BriggeyBruh.

Psycho Primary Weapon Concept by woopercooper
psycho minigun concept

Campaign Mode

Campaign Mode is not a final name but is an alternative mode to the Endless Mode that is currently in the game.

  • Campaign Mode has an ending wave depending on the difficulty voted with harder enemies being introduced overtime and the final wave being a boss wave
  • Track selection is not random and instead takes place on one track though is visually changed to appear like you are travelling to a boss arena themed around the track
  • New campaigns added would include a new boss fight for that track
  • Completing a campaign will award the player with a free item alongside a cash and XP bonus.

FUTURE EVENT UPDATES
In the current state, this game is progressing fairly well with development with us all still having an interest in working on this project. Though development is going fine, we do wish to have more time to work on the game as we often don’t get the chance to work on it because we constantly have to start production on seasonal events without having much time on our normal schedule (3 weeks on Defend The Train, 1 week on RBLXWare).

With this, we have considered cutting the Easter or Summer events entirely from having seasonal events on all of our games. This is NOT confirmed to be happening yet but incase if it ever does, we would like to have an idea of what you guys think would be the least impacting season to take out.

This is to help me and my team reduce the amount of stress that comes with working on these large updates & also allowing us to have more time to work on our newer projects.

BTHG (Possible) Seasonal Event Removal
  • Cut Easter
  • Cut Summer

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