Slice The Silent
Update 0.0.1 - Blackout
The next update will be December. Future monthly updates will be smaller and more compact. This gives me more time to refine existing mechanics and to offload potential stress in the future. Changelog forum name and format will now change to be majority text-based.
Consciousness
- Players now gain a “consciousness” meter.
- When a Civilian or Medic is in contact with the Killer’s weapon, their consciousness (indicated by a bar) starts draining. Consciousness is a measure for a player bleeding out.
- To prevent consciousness from completely draining, the player must apply a bandage to stop consciousness drain.
- At 50% consciousness, the player cannot jump, and has base speed and perfect boost reductions.
- When the player has completely drained consciousness, they enter Blackout.
- Blackout is a period where the player cannot see. If they are revived, they will continue the round with >50 consciousness debuffs and 50% consciousness. Blackout period is currently 30 seconds. If they are not, they enter whiteout.
- Whiteout is Blackout but the player only has 15 seconds to be revived or they die. They can only be revived by the medic’s defibrillator. If they are revived, they continue the round with quarter base speed, perfect boost no longer boosts the player and they require one hit to kill and they die.
Medic
- The medic uses a defibrillator when reviving civilians, instantly reviving them. It makes a very loud sound which alerts the killer.
Miscellaneous
- Maps now load 3 seconds before the match begins, preventing any spawning issues.
- Implementation of global variables
- Killer base speed increased from 16 to 18. Civilian base speed remains unchanged at 16.
- Clock hotfix
- Round system hotfix
- The slider now has text indicating how to activate it, and where to aim the slider.
- Consciousness bar
- Remade revive UI
- Introduced a Playerlist, indicating players in the current game their role and if they are alive.
Developer Notes
- Reading back on what I’ve done I have now realised I have made killing a person more complicated than it should be. Expect pushbacks and simplifications. I just made Survive the Killer’s annoying death mechanic but made it 100x more annoying.
- I will keep many of the major components, but I will strip back a majority of the consciousness mechanic and spend more time refining gameplay.
Version 0.0.0 - 16th October 2023
Update 0.0.0 - Classic (Overhaul)
To provide consistency to the update log, I will be doing a bulk set of tasks and will do a monthly update somewhere at the start of each month. I aimed to be earlier but with my move-in for university, acclimating into a new city and debugging hell that delayed the progress of the sneeze overhaul, I am only able to present it to you now. Expect some more updates early November!
- All UI has been tweaked to be more visually consistent
No tweens will be added for the time being.
2. Brand spanking new lobby
Quality has been dwindling due to heavy development load, but these maps aren’t final and will be constantly iterated.
3. All code has been REMADE AND STREAMLINED to fit an OOP/Modular structure
- Datastore
- Round System
- Sneeze functionality and mechanics
- Team Detection System
- Clock Update Handler
- Map Voting System
- Interface Handler
4. Sneeze mechanic overhaul
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Sneeze triggers won’t affect everyone simultaneously and the delay between each sneeze has been randomised also.
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Triggering a sneeze has been changed from
F
toMouse Button 1 (Left Click)
because theres a cap on how many keyboard inputs you can do simultaneously, as well as being a more comfortable mechanic on the players’ hands. -
MUCH more emphasis on sanity checks, security and exploit prevention in the code.
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When hitting Middle, player +9 speed boost for 1 second
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When hitting Inner, players get a -8 speed plummet for 1 second
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When hitting outer, players completely freeze for 1 second