We haven't been posting anything this month, but that doesn't mean we've been idling - quite the contrary! We are already finishing the most important reworks, which means we're halfway there to complete the implementation phase. We've also prepared a video for you, but we recommend reading the rest of this post below.
We have managed to add all planned effects to the game. In total, that makes 16 different status effects. All of them can be applied or deactivated using a dedicated controller in the Remote Admin panel. Let's take a look at the list of all available status effects:
Quick note: If you plan to watch the video, feel free to skip this paragraph, especially if the topic seems confusing to you .
SCP-207 - We modified this effect so players can now drink more than a single cola bottle, and the intensity of the effect will be accordingly increased.
SCP-268 - No modifications since the last patch, but the cooldown can be now skipped using the Remote Admin, which was a commonly requested feature.
Corroding - Teleports the player to the Pocket Dimension, simulates being caught by SCP-106.
Sinkhole - Slows down humans, but not SCPs; applied when the player enters a sinkhole (an environmental hazard added in version 9.1.0).
939 Visuals - Applied to SCP-939 by default, but it's now possible to apply it on humans too. This also allows to see other players through walls.
Flashed - Simulates being blinded by a flash grenade.
Amnesia - Stops the player from reloading weapons and operating their inventory.
Bleeding - Damages the player over time; starting with high damage that ramps down.
Blinded - Applies extreme screen blur.
Burned - Slightly increases all damage the player takes.
Concussed - Applies blur if the player looks around too quickly.
Deafened - An additional effect applied by the flash grenade; muffles all sounds, including the voice chat.
Disabled - Reduces movement speed.
Ensnared - Prevents all movement.
Hemorrhage - Deals damage if the player is sprinting.
Poisoned - Damages the player over time; starting low, ramping high.
At this stage, we have rewritten our character controller to increase the susceptibility to modifications. We've already added a stamina bar and prepared the back-end code for it. Unfortunately, the system itself is not finished and we aren't able to present a working prototype yet, but we hope to do so within a week though! We will also need to test different configurations of the system, so we might need additional helpers :)
Yesterday we finished recording the voice over for our second Devlog, which means we're entering the last phase - editing and releasing. As usual - you'll get a link to it at least a couple of days before its release; so stay tuned!
We're still hiding one secret that we wish to present in a more spectacular way. This month, our game has also received a lot of bug fixes, quality of life features and other small changes. But for now, please check out the video we have prepared for you, enjoy!
Mattfromwiisports
2020-01-25 22:49:05 +0000 UTCMattfromwiisports
2020-01-25 22:39:02 +0000 UTCgabriel popp
2020-01-25 21:54:54 +0000 UTCCeramicTraumaPlate
2020-01-25 21:18:01 +0000 UTC