New build download link: https://drive.google.com/open?id=1Xerjgzlh926XzqBVOpsACdnSaHw01lCL
Detailed list of changes:
1. The visual part
- added a bunch of post effects
- Changed the implementation of some weather conditions
- replaced several environment shaders
- changed the permissions of a number of textures
- Added the interaction of some vegetation with the wind.
- redesigned some hit effects
2. Content
- added the third location. She is ready all, but only the first part is available - before entering the Owl’s Office.
- vegetation (bushes, trees, grass) is completely processed.
- voiced monkeys
- raccoons voiced
- replaced the sounds of some player steps and a number of environmental sounds
- added background sound for locations
- The level of opponents is now displayed by the details of their appearance
3. Gameplay
- Removed player slowdown when climbing slopes
- one shot from a double-barreled barrel spends a unit of ammunition (previously spent two)
- the shotgun has an alternative mode - for close combat
- rebalanced weapon parameters
- A double-barreled shot now has a higher density of "shot scree". Due to this, there are fewer situations when the enemy is "surrounded", and near the double-barrel does even more damage.
- an alternative mode was added to the machine gun (higher accuracy at a distance, but higher ammunition consumption)
- Added player buffs: burning, poisoning, electric shock. Visualization available.
- enemies throw different shells: stones, axes, rotten bananas (cause poisoning), fireballs
- changed AI of enemies, enemies became more maneuverable. High-level enemies can regenerate basic health (but do not grow lost limbs). Also, the AI got the opportunity to choose a weapon depending on the distance of the battle (at point-blank use fangs and claws) and the character's condition (loss of paw / arm means loss of weapon in that hand / paw). With remote weapons, the AI tries to stay at a distance.
- added plot subjects - key cards to unlock doors and gates. Usually they must be picked up from the mini-boss.
- when faced with a mini-boss, a health-bar is displayed with the value of his health
- now when a player is injured, "filling" with a red screen is proportional to the severity of the injury
- the parameter "found secret" has been added to the statistics of passing the location. In secret - bonus supplies. Some are simple, some will make your attention and logic tense.
- Increased destructibility of the environment: almost all wooden objects can be broken, all glass in buildings can either be knocked out or damaged.
- After the destruction of wooden buildings, ruins remain.
- increased the visibility of bonuses, both falling from defeated enemies, and scattered around locations
- Added damage to the legs in the model of damage to opponents. Although it is impossible to shoot the leg, but damage to any of them leads to a serious loss in speed. Does not apply to bats, as they only fly.
- improved model of explosions, increased number of fragments, improved processing of "high explosive action"
I won’t give a list of fixed bugs. And so - a lot has been written.)
Of the known problems - an increased load on the processor in the third location (a lot of opponents). I'm working on further AI optimization.