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McDROIDNewsMad Mega McDROID Update
Major update

Mad Mega McDROID Update

McDROID · published 12 Aug 2020, 19:03 UTC

All newsPlayers around this dateRead on Steam

Why this update after so long? Well I got a surprise for ya!
As you all know McDROID is very taxing even on a powerful PC. Now imagine how mad someone would have to be to port it to a mobile console like, say, the Switch... it would just melt. Well lucky you, I'm mad and you're getting the sweet fallout of this mad enterprise: improved engine, improved graphics, improved controls and no more bug (really). And if you want to participate and get some goodies, Go there: https://www.kickstarter.com/projects/elefantopia/mcdroid-switch?ref=ajekey

Now let's get on the juicy bits, the changes, "so many of them":

CORE


- upgrade to Unity 2018-LTS 64 bits which is more stable
- switched to Facepunch Steamworks which is also less sucky
- fix nullrefs that was slowing down the game to a crawl when many missiles were launched, so level 13 is playable, meaning it'll kick your buns in glorious 100Hz
- half of the code has been pulverized in the ether which feels good as now I can maintain it.
- fixed recycling that would spawn the wrong item, which was funny but not funny
- removed allocation in AI so those hiccups are gone, better than a cup of water
- removed multiplayer from this branch this new branch is in n-e-o & old coop is in the main branch
- faster overall goodness

GAMEPLAY


- added a real NORMAL difficulty level between TODDLER and SOULS, friendlier for the humans
- removed navmesh island = no more stuck enemies out of reach that prevented win condition
- fixed MJ special Halloween now reaches end condition = you can now win against the zombies
- fixed in certain conditions, deployable bots didn't persist from NORMAL to CHALLENGE
- fixed the cables of the Research Lab
- turrets rotate at their speed even during DIRECT CONTROL unless mounted.

GRAPHICS


- Lobzilla now aims with its snout, also the spitters which is both cute and more deadly
- the snot-vomit they lob at you looks much more snot like, with chunks
- redid the lighting to match the new lightmapper's surface characteristics and rebaked everything
- new post processing stack = faster, crisper antialias
- redid the reflection shader = looks more anchored in the scene
- added transient lighting in teslas -- this might cause slowdown if you have 30 teslas, let me know
- fixed person animator controller that you see in the Halloween DLC level
- switched all materials to new instantiated shaders = faster in most cases.
- replaced HardSurface shader with something custom that works on all hardwares and eats up less GPU.
- Berry freeze now animates and makes a sound.
- improved laser visual
- removed some LOD which caused problem with the new lightmapper
- sculpted new cliff

AUDIO


- switched all short sounds to ADCPM = uses less cpu on load whilst maintaining a small footprint
- channel count bumped up to 64 fixing many audio glitches

INPUT


- gamepad now uses a combination of selective spherecast then raycast to provide much easier targetting, this is also ported to mouse targetting
- gamepad DOWN now opens the rail menu

EXTRA


- news info and newsletter subscription in title screen

I really hope you enjoy! And if the default difficulty level is too hard click on this:

If you read all the way, here is a bonus: the long version of the trailer, with some goofy bits of how we made the music, interview and the PAX EAST mega giant 108 foot, the 24 foot display display.
https://youtu.be/KaedoBcLYSM

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