
This update aims to add some skill based play to the game by making some big changes to gameplay, including a rework of all the guns, limited ammo, dynamic weapon spread, partner rescue events and enemy rebalancing.
The demo has also been updated to include all the latest additions and changes. All the changes can be seen below in the update notes section.
All weapons now have a bigger kick to them, with the shotgun and SMG getting some extra changes to make them feel more like power weapons. The trade-off for this is the power weapons now have limited ammo, making them useful for certain situations rather than constant use.
The pistol retains its unlimited ammo and has the smallest max spread of any gun along with a damage buff. The SMG had it's fire rate boosted but can reach its max spread quickly over rapid fire. The shotgun had a big damage buff along with an extra pellet being fired with every shot, firing a total of 4 pellets over a wide area, making it very useful for close up crowd control.
Ammo for the power weapon can be filled up by shooting ammo pickups (floating bullets) around each level. Currently each stage only has 1 ammo pickup so use the power weapons wisely.
Dynamic weapon spread was added to the game to make the guns feel rewarding if used right along with bringing some fairness to the guns by removing the random spread patterns and instead using dynamic spread. The old spread system meant a bullet will randomly hit a spot in an area around the crosshair depending on the fixed spread value of the gun. The new dynamic spread means firing a gun longer or quicker will increase the spread of the gun over time, making the bullets less likely to hit at a longer range. Spread is reduced and gradually resets to its base value when the gun is not being fired.
The pistol starts of with 0 spread, meaning the first shot will always hit the centre of your crosshair. Rapid fire will increase the spread but to a very small value.
The SMG start of with 0 spread but will quickly rise to a large area of spread the longer the trigger is held down. Burst firing at longer ranges will help a lot with spread control.
The shotgun has a fixed spread, meaning no matter how fast or slow you shoot, the spread is always the same.
Partner rescue events require the player to save the other player before they are attacked by enemies. Saving the other player will result in bonus score.
In multiplayer, one player will be knocked down and temporally lose control as they are attacked, during which the other player must save them. In solo play, the player will rescue a character representative of the 2nd player.
The green blood setting makes the blood...well...green. This applies to blood on the enemies, blood impacts and bullet holes on flesh. Blood in the environment, such as stains and drips, remain red. This is still an experimental feature so expect more work to be done on it in the future.
Leaderboards are still in beta phase and will be ready for the 0.4.0 update. Although the leaderboards aren't viewable in this update, scores are being collected for each level with the addition of a Overall leaderboard score if you complete every level in one sitting.
You can follow the progress of Dead Containment by visiting the Trello page here. The page is updated regularly with what I'm working on, what's planned in the next update and the state of reported bugs.
No one wants bugs in their game and I try to my best to squish any I see. However, if you do find any bugs that I missed then please post a report on the official bug report thread here.