
Hey crew, this month felt super long and we've made a ton of progress in preparation for the upcoming playtests. We have been so focused on development, that we haven't really made any social media updates recently, so I'd like to jump right into the information and what we've been working on.
Our first round of playtests will be hosted on steam and while we'll announce when signups for it will open, the actual playtesting will begin Friday, February 27th. You'll be able to invite friends to the playtest as well, so you shouldn't have to worry about your whole friend group getting access before diving into Ironclad. If you want to be pinged for when playtest signups go live, be sure to join the Trash Planet Games Discord!
Completely rehauled tank movement again (nah I'm just kidding).
Fixed a bug where turret rotation would desync across clients
Implemented new Flea vehicle
Increased Shell velocity, reduced gravity, updated SFX, and added screenshake
Vehicles can now be damaged and destroyed
Vehicles can now be repaired
Vehicles lose performance when damaged
Player can now look around, toggle their flashlight, and open the settings menu, while sitting in any vehicle seat
Fixed character/monster vs vehicle physics interactions so vehicles can no longer be launched into the stratosphere by colliding with them.
Implemented Blowtorch item for restoring vehicles
Implemented new "Snot" pistol as a starting weapon
Implemented new upgraded versions of other weapons
Added a keycard for locked rooms which can drop from difficult monsters
Monsters also now drop monster parts (future currency)
Implemented scrap which can be found around the world (future currency)
All items now have a pickup, stow, and drop sfx
Balance changes
Players no longer collide with other players so they cannot be bodyblocked
Added player hurt sfx, damage vignette, damage screenshake
Implemented new monster varients
Monsters now target and damage vehicles
Overhauled monster aggro system
Monsters can now be spawned dynamically
Fixed a bug where monsters could become network-irrelevant to clients, resulting in 'ghost' monsters
Made an entirely new level
New landmark structures
Made the world less dark again
Tutorialization in the Gate
Beacon system has a slight rework to incentivize desired gameplay
Implemented ambient sounds
Interactable computers
Implemented infantry landmines and more deadly vehicular landmines
Empty inventory slots are labeled with their item type
Display keybinds on screen; more comprehensive control list in settings menu
Implemented brightness slider
All interactable objects now display the interaction keybind and the function
Added counters for various objectives
Display (inaccurate) results screen when finishing a level
Main menu overhaul
Uh, I'm probably missing something, but this was a lot already and I'm sure not many of you will read all of it as it isn't even relevant since nobody can play the game yet. Anyways, thanks for reading, and I hope you all enjoy the upcoming playtests
TLDR: I'm tired