BIOASSHARD -ARENA- VERSION 0.9.271 RELEASE DATE!
Hello everyone!
Once again, this time has come… A new release is almost upon us and here we’ll tell you some of the features added to it and also the release date.
+New+ Jump system 2.0
The Jump system got reworked from the ground up. It works basically the same as before for the player, but it’s easier to work with in the editor. No more adding NavLinks (the stuff necessary to make the AI to react to them) manually over the levels, they’re now procedurally generated.
This has been the main focus for this release; reworking this system along with adding the new jump types. Now you have 3 more jump types you can test on in the new Mission 11. This also added the new jump types for the enemies as well (and this part is the one that required the most time for this release to be completed along with having to make new animations).
And we noticed that, sometimes, randomly, some enemy will get stuck in a jump… The thing is that the code for the jump is always the same, and the collisions for the enemy with any wall, floor, etc. gets deactivated so there’s no logical reason for them to get stuck. I don’t want to blame unreal on this because it’s more than probable that we missed something when coding the jumps for them. Anyway, they’re still killable so, if you find any stuck enemy, feel free to get that kill :P
This will require some iterations and hopefully for the next version it will be totally fixed.
+New+ WIP (temp?) jump camera
As part of the new Jump System, we also implemented a WIP camera for them. Nothing fancy, just to give it some more strength to the movement. We put the “temp?” part because we’re not sure you’re going to like it or prefer it the old way. So just let us know when you play it.
+New+ Interaction System totally revamped (3rd version/time ~ hopefully this one is the definitive)
Yeah, as you read it. It probably still needs some iteration, but so far so good. I noticed no problem at all at interacting with anything except sometimes receiving an attack/dodging it near an interaction, will remove the prompt in the screen for the interaction but still works if you press the button to do it.
Now, when there is more than one thing to interact with, the closest one gets priority, instead of the last one that entered the “interaction field”.
Also tested it with all the doors and they’re all working properly no matter the angle and also the door camera is working again (something that stopped working in the past for a not so clear reason XD).
+Fix+ Weapon upgrades aren't read when playing a different/newer version than the one where the upgrade was done.
This one needed some strange workarounds, because the values were there saved, but somehow, they didn’t update for the weapons themselves, so we had to force that reload. Also, we implemented some checks to avoid losing the upgrades when changing Rank Tier. I think we nailed it but it’s something really hard to test and we didn’t want to spend much more time on it, especially when the way this is working here in the Arena has nothing to do with the way it’ll work in the Game with the real save system in place.
+New+ Content for the Showcase Level: Designs
+New+ Content for the Showcase Level: Enemies
Yeah, some new sneak peaks have been added to the Showcase level. Nothing more to add, just wanted to make sure you noticed it XD.
The FAQ for Bioasshard Arena got its final update
As it sounds. Make sure you pay a read to it in case you missed anything. We think everything that could cause a doubt is answered in there.
And that’s all about this that we needed to remark, I think. Again, we mentioned this in the previous releases but just once more to be on the clear side XD:
We’re aiming to finish the Arena as soon as possible, that’s why we focused only on adding the necessary mechanics to call it done, before jumping to the Game. And that’s why there’s no new Sexttacks (or enemy types or new bosses, or put w/e you want in here that is not necessary for the Arena) added. Thanks for your understanding and be ready for the Game where there will be lots of those (Sexttacks, enemies, bosses, …).
With that said, here you can take a look at a reduced version of the Changelog:
+New+ Mission 11
+New+ 3 more jump types for Julia
+New+ 4 more jump types for enemies
+New+ Jump animations for the new jump types for Julia and the enemies
+New+ Key items can now have more than one use
+New+ 3 hair pubes styles (including a new fiber one) for Julia
+Change+ The physical attack to a stunned enemy command prompt has now priority over everything else, including dodging
+Change+ The POI icon for interactable stuff has got its behind the scene behavior (i.e., the code for it to work) reworked making it lighter and simpler
+Change+ Every interactable is now a 'child' of a Parent class containing all the shared code for them to be interacted
+Change+ The mission selector screen now allows scrolling through missions
+Change+ Tweaks have been made to Mission 1 in terms of enemy's behavior
+Fix+ Changing your tier level resets the weapon upgrades
+Fix+ There's a jump down in the "VR Level" (Mission 1 & 10) that can get Julia stuck out of bounds
+Fix+ Closed doors aren't showing their associated camera
+Fix+ Inflation keeps causing flickering on Julia's belly when it's not at full
+Fix+ Reading a document with a usable item equipped (does not happen with weapons) show both the item and the document in the hand
… For a completer version read the “CONTROLS & CHANGELOG.txt” file included with the release (you can also look for the document inside the new mission).
Oh, almost forgot! It’s not that important but hey here’s the release date XD:
#10-21-2023
Much love <3 everyone!
-Versus X Studio
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