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Action EntitiesNewsv1.0 is scheduled for release on January 29
Major update

v1.0 is scheduled for release on January 29

Action Entities · published 5 Jan 2021, 14:07 UTC

All newsPlayers around this dateRead on Steam

I am very surprised and happy at the same time that my game has fans who are ready to wait for the release of the game as much as six months. It was for you that I wrote this ad. I would like to tell you more about it. While working on this update on the map "Ancient Building" there were serious problems associated with optimization and heavy load on the system, which led to brakes, as well as problems were found in the network part, etc. It was like a snowball. In the end, this led to such long delays, which dragged on very much, I did not release any ads because I was afraid to lie about the release date. Now I have solved these problems, finalizing the graphics, introducing music, working on the balance, and solving small flaws. The changes that will occur when v1.0 is released are listed below.

--- GRAPHICS---

It seemed to me that the graphics in the game are at a fairly good level, but there were a huge number of reviews that pointed to the opposite. In the end, I had to deal with it seriously. The process of working on it is at the final stage. Now I realized that previously it was really primitive, if you tell me more, then I introduced special maps for textures that improve their appearance(normal maps, elevation maps, reflection maps, luminosity maps(monsters will glow in the dark) and for some - metal maps), because of these maps, the size of the game will increase several times, I also introduced the blur and bloom graphic effects into the game. Flash effects are introduced when shooting, and explosions-will be explosions, not flashes. The graphics are much nicer and better than before.

--- GAMEPLAY---

The gameplay has changed significantly, now running animation will be played while running, and while walking - respectively, too, for some characters you will not be able to shoot while running, and for others - you can. Automatic health regeneration was introduced, as well as special modules that improve armor, increase maximum health, regeneration speed, and damage coefficient(this coefficient affects the damage from shooting with any weapon(the larger it is, the greater the damage)). The environment also changes on each map. I decided to disable the chat in the game during development(in the upper left corner, messages about joining players, disconnecting them, and who killed whom are also displayed, but no one can write anything, I did this so that no one could insult and humiliate anyone, so as not to spoil the mood of other players). If you do not like this solution, then please write in the comments about it, I can enable chat until v1. 0 is released.

--- MUSIC---

The game was relatively inanimate in terms of music and sound effects. There were sound effects of shooting that irritated the ears, I replaced them with others. Music is being entered into the game. which will accompany the entire gameplay. For each mode, respectively - unique works.

--- ANCIENT BUILDING---

As I wrote above, there were many problems on this map, but I solved them. Now its main color is red. 5 waves with monsters were introduced, and the environment (fog and lighting) changes depending on the wave. A new character was introduced - "Ancient Naga", this character is much smaller than the first naga, but more of a man and a servant.

--- ISLAND(NIGHT)---

The gameplay has changed a lot on this map. The game is divided into 2 waves and 3 rounds, but at the same time-the survivors will not have flashlights, and the lighting of the map at the first wave became dim, but not completely black as before, but at the second wave, the map will completely turn black and the survivors will need to run to the lighting sources, and not go into the dark, monsters will see just as well in the dark. The whole gameplay is accompanied by creepy and atmospheric music, on each wave-it is unique.

--- PLANET NAG---

The map itself has changed, it has become a little dimmer, but thanks to the graphic shaders, it looks very beautiful. The essence remains the same-to capture the nag altars, but at the same time-while one team captured the naga module, the lighting of the map becomes dimmer.

--- NOTE---

The images of this ad show screenshots from the Island(Night) map. Now there are no serious problems in the development process. I really want to release v1.0 by January 29. Thanks again to those fans who want to see the new version and are waiting for it.

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