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BRUTALISTICK VRNewsEarly Access Feature Update #8 - In This Moment, The Physics Are Euphoric
In-game event

Early Access Feature Update #8 - In This Moment, The Physics Are Euphoric

BRUTALISTICK VR · published 31 Jan 2025, 19:42 UTC

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This has been a long time coming. The idea has been taking shape for quite a while in my head and I finally felt the theory was solid enough to start building upon it. So here we are, enemies that properly react to getting shot and hit. They don't just fall to the ground when dying or becoming unbalanced but rather stumble and stagger.
However, do keep in mind that this is the first iteration so it might still have some bugs or unintended behaviors and expect further improvements and polishing in future updates.

Changelog:

  • Added fully procedural enemy animation system
  • Added kicking along with its upgrades (hold down the jump button and press the trigger to kick)
  • Enemies now stumble and stagger on death, hits to the legs and damaging enough hits to the rest of the body
  • Enemies can now grasp their wounds and try to catch their fall
  • Enemies can now curl up on damaging enough hits to their body
  • Enemies now either start flailing or curl up when falling or flying at high enough speeds
  • Blood can now flow on top of the armor when the shot penetrates
  • Reworked the player body (again) to be much less prone to glitching, and look and feel more stable
  • Player legs now actually move and (try) to walk and run
  • Both the enemies and the player now have footstep sounds (doesn't take different surfaces into account for now)

  • Decapitations or head splitting no longer as prone to physics glitches, decapitated heads actually abide by the laws of physics

  • Added two tacticool melee weapons, the Modern Machete and the Tactical Sword
  • Added a .50 BMG Revolver, the Carpus Mortem

  • Enemies stand up faster now
  • Jumping doesn't force you to crouch down as far as it did before
  • Enemies now lose strength in their whole body at around the same rate when dying
  • Shotgun can now be pumped without pressing the trigger when a shell isn't chambered

  • Greatly improved the performance of enemy movement logic
  • Enemy check for grounded state much more performant

  • Fixed armor not properly blocking bullets
  • Enemies now much less likely to grab air when trying to stop their fall
  • Enemies can no longer see the player through buildings or terrain, no more constant firing sounds

  • Some (mostly dual wielding) enemies on higher difficulties slouch forward quite a bit when aiming
  • Player foot doesn't always reset right away after kicking
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