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Changelog 2 - reworking map/combat system

Changelog 2

Hello everyone,


We have released a new version of our game. Indeed, we are currently refining the artistic direction and conducting extensive tests. The artistic direction you see today may not necessarily be the same tomorrow, which provides an additional incentive to engage with our game, wouldn't you agree?


Establishing a definitive artistic direction is a complex endeavor. It involves considerable effort, some of which may be set aside, but all for the better. Additionally, we have identified issues with the level design in our recent playtesting sessions. Consequently, I am diligently working to address these areas.
Furthermore, we have enhanced our combat system. Weapons now deploy and reload at a faster pace. Naturally, this is a critical aspect of any first-person shooter, and we are committed to further refinement in this area.

A dynamic crosshair has also been introduced, allowing players to customize it directly within the game.



Here are the new features introduced in this update:


• We have added a secondary objective that spawns at a hidden location on the map. It's up to you to discover it! (Currently represented by a large red or green cube.)
• Adjustments to the distribution of in-game currency between props and a reduction in build time.
• Introduction of a rare prop (breaking this yields a significantly higher monetary reward).
• Fine-tuning of the player controller and air control.
• Damage counter implementation.
• Resolution of the killfeed icon issue.


We have a busy schedule ahead for the remainder of this month and into the next. Rest assured, we will keep you updated on our progress. If you haven't already, we invite you to join our Discord community.


Looking forward to seeing you in Project_m!

User Comments

kicks
3 Months Ago
Good work guys!