Everything Coming in Patch 1


So, I've set a definite roadmap for  the first patch of the game, and it should be coming shortly after the game jam ends.

It'll feature:

  • Crosshair(s) - different for different weapons, but the highly requested feature is coming
  • Full grapple hook rework - I get it, the grappling hook was really underwhelming. The most entertaining thing to do with it is rocket forwards and the swinging feels unsatisfying most of the time, so I'm cutting most of the dedicated grapple platforming, and replacing the current system with two options: Hold down to pull yourself to a point along a relatively linear path, or double-tap to yank yourself and launch to land at a nearby position (or, depending on your target, yank them to you).
    A goal with the grappling rework is to turn the grappling hook into a weapon of its own, so expect to see some form of enhanced combat with it, likely in the form of a flying melee attack, so the player can grapple into an enemy and slam them.
  • Grapple hook lockon - as long as you're aiming within about a 30 degree field of view of a surface that can be hooked onto, there will be a small icon lined up with the edge of that surface (or a specific part of it the player is intended to grapple to, like the window in TheRift). It will prioritize grapple targets first, then enemies, then physics objects (yes, physics based puzzles and gameplay is intended for a patch, but possibly not this one)
  • Enhanced movement - sprinting and/or walking (have not decided whether to default to high speed and hold shift to slow, or default to walk and hold shift to sprint) in order to more finely tune control, and a better implementation of ledge climbing (a direct pull over onto the surface, rather than a straight launch)
  • Hit feedback - enemies can now be staggered by heavy weapons, and gunshots will have damage numbers, so you know exactly how hard you're hitting, every time you're hitting.
  • New animations
  • Alternate fire modes - all weapons will now have at least one, up to two alternate fire modes, which can be switched between using the R key, to add variety and depth to combat
  • Ammo rework - the old magazine system is now dead, replaced with shooting directly from your ammo pool. A lot of re-balancing has to go into this, but it should keep the action up, without changing the overall efficacy of weaponry, and changing the way ammo management works.
  • Controller support & rebindable keys
  • New HUD design
  • New maps for Gauntlet
  • A new gamemode (Most likely a Zombies mode) POSSIBLY RESERVED FOR PATCH 2, DEPENDING ON POLISH TIME
  • New weapons:
    • High Tech Pistol - a lock-on/auto-aiming full-auto energy pistol that distributes rounds to enemies within it's FOV when alt-firing
    • Barrage - a fully-automatic missile launcher, a la the Hagar in Xonotic
    • Railgun - a freaking railgun, ever played Quake 3?
    • Incinerator - the name says everything you need to know about this one! (POSSIBLY RESERVED FOR PATCH 2)

  • That's all, folks! Hopefully all of these promises are kept, but some things might get shuffled around into patch 2. I intend to keep supporting this game, even if by the second or third patch it becomes a background project, until it resembles what I wanted it to be when I originally decided to make it for the jam.

Here's the public Trello board to keep up: 

https://trello.com/b/uUbeqKqT/demise-patch

Get Demise

Leave a comment

Log in with itch.io to leave a comment.