Coffee Diary 23/5/22

Zetheros

Developer
Hey Exanimates,

We've been testing the weapon mechanics rework on a new branch for a few days now, discussing the changes with the community and what further improvements can be made. We already did a couple of hotfixes and we'll probably do one more today which should make it safe to play for anyone, without unexpected deaths or bugs. We will post more details on the changes too, but we wanted to work through any major issues first.

We're getting some good feedback and overall things are working as we expected and very well. We really focused on realism and physics in the redesign, so it's good to see that it has translated well to gameplay too with only some relatively small adjustments to make. There's really a lot of variables involved and a huge amount of different weapons, it was a surprisingly difficult problem to navigate, so we're really happy to see things already working this well. Weapons are fun and satisfying to use, some weapons that previously felt ineffective now work well, lots of quirks and glitches were fixed and weapons feel more diverse thanks to the many new specific mechanics and much more detailed damage model.

The goal here was also to build a new solid foundation for many features that simply wouldn't have worked before without lots of changes and problems. Now that we have fundamental support for them we can start experimenting with planned new features and changes quite easily, and we will likely use the new testing branch to try out some of the more important ones. There's a lot of stuff in this category, and while combat isn't going to be a focus in the near future, some features tie into itemisation, progression and build diversity which are things we are putting some focus on now. Some things we're just excited about and should be relatively easy to do now, so we might start testing them sooner rather than later.

Have a great week!
-the BM team
 
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