I spent hours today just playing maps and fixing little things that either went totally wrong, or felt bad enough to really affect the gameplay experience. There’s way too many small things to list, but there’s some fairly large improvements that have been made which I’ve had in mind for a few days.
Now, when you go to an object which can be HAYWIRE!ed, the camera will shift focus to highlight what you’re going to have an effect on if you choose to. You can see in the screenshot that the only selected character and the mouse cursor are in one part of the world, but the camera has shifted to show the player what they’re going to affect if they use the HAYWIRE! ability here. Previously you had to move the mouse around to find what it was going to do.
I’ve changed the camera/mouse behavior a little bit so the mouse almost always stays hovering over the same tile no matter what happens. The only way to have the mouse move to a different tile is if the player physically moves it; camera movements never effect it now. I’ve changed the way the camera behaves before the players spawn-in as well to help highlight who the player is actually controlling.
A few other fixes include a bunch of balance changes to how “loud” a lot of things in the game are. Previously, if you set off one alarm, almost the entire level would go crazy looking for you. I’ve tweaked it to be a lot more about small-scale battle and problems so setting off an alarm will usually only cause an alert across maybe the two adjacent rooms at most and won’t mean the entire mission is a write-off.
Something I had to change was the way guns make noise. Now that they’re a lot quieter, it was possible to shoot people really far away and they wouldn’t hear the noise so they wouldn’t “react” (they weren’t programmed to react to pain, just gunshot sounds). I’ve made it so bullets make a “bang” sound when they hit walls or entities now. It’s a quieter sound than an actual gunshot going off, quite literally like the sound of a bullet hitting a wall. I added a little particle spatter when they hit walls, too.
The game really slows down when you get five people all shooting eachother with blood, bullets, shell casing, and little bits of debris flying around. I’m not too concerned with it at this point, though.
Oh, another thing I changed was the way your agents behave when you control more than one. They no longer all try to go to the same tile and start arguing with each-other when someone else gets there first. They now all go to their own tile (after a moment of thinking).
There’s a bunch of other changes made but I really can’t even think of most of them now, I’m not sure if I mentioned yesterday but I’ve made a new “popup” that happens if you try to go through a locked door. Previously there was no on-screen indication that the door was locked; people would just refuse to use the door. Now when they try, it shows a little animation of the “padlock down” floating above the door.