XaiJu
NoLife1942

NoLife1942

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NoLife1942 posts

[Killer Night] Update Plan

Been working on expanding the map and adding more content to the Killer Night game this week. The map size will be expanded to 2x larger than it used to be for fitting more players in the game.

Here's a list of new features in plan:
- Killer Blood Gauge: As the killer keep damaging victims and collecting blood, they get evolved and earn bonus perks, including faster movement speed, unlocking chainsaw weapon, "victims wall hax" from time to time. This is to help killers finding vi...

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[Killer Night]: Polishing Week

Adding more requested features and polishing the machanics. Considering making a dynamic map so it can fit better for both small/large lobbies. 

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[Killer Night] Game Released for Open Beta.

Probably have bugs and stuff to balance, we will see. 

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[Killer Night] Playtest update

We hosted another playtest event with MistyTheCanine, DevollyChan and BennyBooBoo today. Despite some flaws and balance feeling a bit raw, the game feels thrilling to play for both killer and victim sides. Looking forward to polishing it more and releasing it within the next few weeks.

For tier 3 or above Patreon supporters, you can get this private beta world link in our discord #game-early-access channel. And feel free to grab some friends and have a slaughter. Feed...

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[KillerNight] Working in Progress

Map enviornment, weapons and killer aura. 

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[Infected:RE] Halloween Update

New equipment system for human players.

Obtaining equipment by opening loot crate, and upgrade them at the craft station. This should make the game much less RNG depended and providing a more consistent gameplay experience. I know this made the class not as unique as they used to be, I will work on something that makes class feel more unique after.

There's also some changes on awoken, as they no longer have the ability to regen health passively. This is for preventing prolongin...

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[Chess] Halloween Update

It's the Spooky month!

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[Infected:RE] Update Progress

Still working on it. Need some playtest later today to make sure the balance isn't too messed up. Players get data keys from kills and unlock boxes for perks. Due to the very short development time, there may not be many unique class perks, I will keep adding more perks and classes in the future. 

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[Infected:RE] Update Plan

Well, my first-ever video. It's very rough but we can do more of this instead of plain text if people like it. I will also get better at explaining update plans the more we record.

Special thanks to Foxxyboivr for helping me edit the video, Devolly, Misty, and BennyBooBoo for helping with the recording.

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[Infected:RE] Structure Changes.

Some building structure changes. Added one more weapon shop at the isolated house. I understand nobody cares about the attic of the little house, so let's rebuild it to make it more worthy of a defence point.

Also added another stair that connects the dining hall with the second floor. The dining hall was designed as one of the open-spaced defence points, but its long distance to any ammo supply and limited exit made it a terrible spot. Hopefully, this change fix that issue for it.

<...

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[Infected:RE] Class System + Class & Level Indicator

Wanna be a tanky mutant but keep getting useless speed perks? Wanna be a sneaky hunter with wall hacks but never find the hunter instinct perk? Now you can pick the direction of your infection! And on top of that, there are also class & level indicators for infected, now you can tell who you are fighting against!

The build is almost ready, it will be uploaded within a few hours. I'm just running some local multi-client runs to make sure there are no bugs in the game flow. Looking fo...

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[Infected:RE] Update Plan

I'm still working on putting this major update together, including the new weapon skins, new simplified HUD design, some balance changes of buffing SMGs, anti-space-drag hack, awoken fight poison circle system and new infected item: Smoke Grenade.

This major update will be released before the end of this weekend so people can enjoy their weekends with all these new features. There's also an overhaul I'm about to implement in this update on how infected levels and what p...

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[Infected:RE] New Skin and HUD in progress.

New skin will be available for tier 3 or above.

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[Infected] New Weapon: M4

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[Infected: Reborn] Some Latency Magic

New update with some magic I did to negate the latency feeling when killing infected. The game is tested and recorded under 180 ping, looks good to me. 

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Infected:Reborn New Introduction

I noticed many new players struggle with how to play, it's a frustrating feeling joining a game but don't know what they are doing. So I come up with better instructions for them to figure it out easier.

Thanks to IcarusSoftPaw for helping with taking photos and testing the new knockback effect. Though the knockback effect has some weird interaction when players are in mid-air. I will do more tests on this feature and hopefully get all this content uploaded before this ...

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Infected:Reborn Update Plan

Glad the new game mode has become popular and enjoyable. I heard some complaints about game glitches, performance and lacking simple and effective tutorial issues. I will be working on them in the next coming week.

Here are some features in my hand that will be included in the next update:

  • New Damage System [Done]
  • Knockback effect replacing the current slow on-hit. [Done]
  • Damage Direction Indicator. [In Progress]
  • Lobby Leaderboard [On Schedule] View Post

[Infested: RE] Play Test Report

Special thanks to icarussoftpaw, kai_bloodwolf, wolfsire and their friends for helping with the close playtest.

The map feels much more optimized. It also has a decently large space for human players to gun down infested, while the structure is also complex enough for infested players having different strategic approaches through portals. We did find some very broken camping spots but they get all patched very quickly through our playtest-hotfix session...

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Infested: Some update on the new map main building

It took a while to design a layout that is logical on common sense and serves our gameplay lol, but here's our first iteration. I might adjust it later based on the gameplay feedback.

Also, I know there's still some inconsistency happening in the current version of the game, I will make a new damage system so we don't see zero health infested running around and killing people, that's very horrific.

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Infested Update Plan

I just spent a long and intense afternoon playing Infested. I'm really enjoying the game mode experience right now. The shooting and combat mechanics are exceptional, and I love creating different builds and experimenting with perks. Overall, it's been a great experience so far. I am not a fan of the current map as it does not align with the game mode and has very low optimization. I have some plans for the week ahead.

Firstly, I'll be implementing a leaderboard system to add a competit...

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Infested Update: New Weapon AA12, Self-Exploding perk, Survivor Gun Damage Buff.

As the title listed, just some new features for the infested. I think eventually I'd make a new map layout for this game soon. So people would forget about the unhappy experience with the very old unoptimized mechanic and give it another try.  

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Infested: Balance Slider Update

Added these for players to adjust balance for the lobby based on their experience.

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Infested Update

As the title, details are in the discord update log. I think this game deserves some love and could be a fun game to play, so I made a lot of changes to the game mode and its flow. Wish I did this earlier back when people would still care though lol.

There will be some more updates depending on the feedback. We will see how it goes.   

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Ghost 2: New Role and Shotgun

The peacekeeper has been implemented into the game, it also has slightly higher armour, besides the access to this new shotgun on spawn.

Working on putting all the doors back into the map. I think doors matter a lot for closing/opening spaces and separating people to perform murder actions.

I'm still hesitating about what other influence should the facility count be affecting. It should be more impactful to the game rather than just affecting income, which is more like a post-g...

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Ghost 2 Update

I decided to temporarily disable the starting weapon pistol. It just doesn't fit that well in the current gameplay loop. Players can still buy weapons from the workshop to start the game with a weapon, just not the useless pistol that barely does much damage.

New special role: Peacekeeper. The player with this role will have the responsibility to keep other investigators alive. The more investigators survived, the more bonus rewards they will receive. 

We are bringing in the...

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Ghost 2 Update: VR Aim Assist, Ammo Pouch & Debugging

Added the aim assist system for VR player, not like the red laser pointer we had before, it's a cursor that floats on the aim result.

Ammo pouch that stick on the hip for picking up magazine. I noticed it could be a bit confusing without any indicator where to pick magazine.

And I've just been doing a lot of debugging through small local playtests. So it's at least consistant and playable soon in the public playtest.

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Ghost 2 Update: Explosive Knife?

I had a strong feeling making such a delicate knife just a one-time pickup is such a waste of its beauty. So instead of a one-hit kill, the knife will be stabbed onto the target player and then cause a small explosion that kills the player. This also explains why knives are one-time-use consumables.

Will this makes murdering harder as they have 2 seconds to respond? Yes. But it will be more fun to see how people react in that 2 seconds when they know they were stabbed.

Player A:...

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Ghost 2 Update: Server Rooms

Each server bind with 2 fuse boxes and 1 switch. All 3 parts have to be working at the same time for the server data extraction process to be online. The fuse box requires one fuse to fill if damaged, These fuses will be spawned around the server room for human players to pick up and attach, while ghosts will try to damage and slow the progression of the data extraction. Or even plant C4 bombs trying to destroy a server and win the game.

For the melee attacks, I decided to go with a sy...

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Ghost 2 Map Preview

These are just some screenshots of the map I'm assembling together. I'm still adjusting the light intensity. I'd make it dim enough for people to utilize the flashlight attached to their weapons, but not too dark to the point that it makes non-flashlight weapons useless.

Also, there's a dark zone specifically for monster hunting, and all human players will be rewarded if the resource cache is collected behind those monsters, once per game.

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Ghost 2 C4 bomb & combat knife

Thinking about switching knife into a different model, it seems dangerous but not as deadly as I wanted. 

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