Version 0.1.7 ALPHA
This update adds two features that were on our ALPHA to-do list alongside some other minor additions & changes.
Added
- Added Ready Up system
- Added Wave Warnings
- Added new server setting (Intermission Type)
- Added 2 new options (Distance Blur, Bloom)
- Added particle effects to train upgrades being placed
- Added screen animation to the Radar
General Changes
- Updated existing tracks to include more natural transitions into the lobby at the end
- Increased default intermission time from 40s > 60s
CREDITS
- @BriggeyBruh, @doobywad - Assets/Textures
- @Rare_tendo - Scripting Assistance
- @exwumm - Particles
- woopercooper - Sprite Animation
- @FuzzyDimonds, @xstar1234, @raddoob - Track Edits
NOTES
A new ready system has been added into the game and is now enabled in public servers by default! This new system updates how the intermission counts down to include more factors which essentially makes each intermission function similarly to the Team Fortress 2 Mann Vs. Machine intermissions.
To start, the button on the sidebar has been edited to say “Playing/Away” instead of “Ready/Unready”. The button still has the same functionality where if a player is marked as “Away” they will still be sent to spectate once the wave starts. A new “Toggle Ready” button has been added that will be visible during the intermission and will toggle a player’s ready state.
The intermission has been changed so that it will only start counting down when at least one player is ready. When any other players ready up, a bit of the intermission time will be taken off until all players in the server are ready which will then cause the intermission to skip entirely. Time will not be taken off if the player has already readied once during the intermission or if the intermission is almost complete. A server setting has been added to VIP servers to allow server owners to toggle between using the new system and the previous simplified intermission system.
Wave warnings have also been added to the game! This feature also displays during the intermission and will show players previously available information such as the current wave, intermission state, and the upcoming track. What’s new is that enemies seen on the track will also be shown and will list recommended classes for each enemy indicated by the background colour. Blue is marked as Gunslinger, Green is marked as Medic (you’d likely never see this), Orange is marked as Psycho, and a split means its equally as good to take out as both classes or that it’s a combo between the two.
Progress Report
What’s next? Over the next few months we plan on including a few minor changes in the backend of the game and possibly a few other changes that may be more noticeable to players.
The next major change planned is hopefully set for the Summer which will include boss waves. The boss waves update is going to include the game’s very first boss fight and will likely be the one to set the ground for what’s going to be possible for us to do and give us a base for how we’d go about doing future ones. We can’t say too much about this right now though we can say that the first boss will be taking place on the Ghost Town track and that hopefully we’ll be able to pull something off in the end that turns out pretty sweet. We plan on making some of the development on this public as since this is our first one and intended to be an actual feature, we want to be able to collect as much feedback.
Early sketch by woopercooper
In-Game Appearance