BRUTAL SHOOTER Devlog 6!


It has been 2 months since the last Devlog, this devlog will focus mostly on optimization and the Test Sandbox Mode, let me show you what I have made so far...


Test Version is Sandbox Mode Now

Basically, the Test Version of the Game, the one where you spawn with a lot of items with infinitely spawning zombies has changed to be an empty map that has nothing but the landscape, sky, and the main building, you'll be placing everything. In the next update, sandbox mode will replace the Test Version and is given access if you donate 1 dollar, but it will be included with the main game for free once it's done. Here is a preview of the map.





Action Text Message

When you pick up something special like Super Punch or large Armor or Trigger something in the level, a message pops up on the top-left of the screen telling you that you have done something. For example, you push a button on the wall which unlocks a door in a different room. You get a message on the screen that the door has been unlocked.




Sandbox Mode Spawn Menu

When playing on Sandbox mode, the player can select what to spawn in the map either enemies, ammo, etc.

Also, you can change stuff about the map, like if you want to be day or night. (more options will be added)





NoClip in Sandbox Mode

NoClip is something that also exists in Garry's Mod, where you press a button to fly around and go through objects like a ghost. 




Other Small Changes:

1. Sandbox Map landscape's material now is grass.

2. Improved AI Navigation of Zombies, which allows them to drop from ledges.

3. Improved Performance of Blood Decals.

4. Explosions now cause zombies to splash more blood from them.

5. Fixed Misplaced Invisible wall in level 4.

6. When in Sandbox mode, a text will appear on the bottom left of the screen showing the extra controls for the noclip and Spawn Menu.

7. The Ceiling light color in the building in the Sandbox map has been changed from red to white.

8. Secret Locked Doors no longer make the error sound effect.



This devlog did not include the mini-boss mainly because I haven't started yet, I needed to make it easier to test the game and do massive optimization to the blood decals before moving on so that problems won't pile up and become too much to handle. So, I can assure you that the next game devlog will be showing the Zyborg-9000 Mini-boss with Level 5. It would take a while since University started and the speed of game development will be reduced to cope with studying.

Anyway, I hope you guys like the changes I made.

I accept your feedback on my game, so please give me honest feedback so I can improve my game's graphics and mechanics. Keep in mind that the images that are shown displays features that are incomplete and are not the final look of the game. :)

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