Enemy Pass 1

Tenebris Playtest · published · build 25670046

This update is the first Enemy Pass update, many more to come in that regard. Updates:

  • Zombies can actually kill you now. The pacifist zombies were good for what I was testing but probably not "fun."

  • Zombies hitboxes track you now. Standing underneath them doesn't cause them to think they are hitting you when they're not.

  • Zombies move while they attack. The endless pursuit of brains has no bounds.

  • For the nerds who may care the EnemyBase that every planned enemy will inherit from now has three phases to an attack and knobs for each. Meaning windup, active, and recovery all happen every attack and all have different movement and tracking numbers. These numbers are not finalized for the zombie and more importantly the EnemyBase stays agnostic to what the zombies numbers are meaning enemy 2, 3, 4, etc. can have unique numbers creating all sorts of fun attack patterns.

  • Waterfall SFX now, should be on the SFX bus if you want to turn it off use that audio slider in settings.

  • General updates and bugs.

  • A metric ton of networking work, still not done yet but it is the majority of what this patch is but it still is not fully integrated with Steam's lobby system/own API. Basically the enemy pass was to give something player facing to the playtest but know that networking was the main event, and unfortunately it's still not ready.


Enemy Pass 1?

  • Yes there will be many enemy passes in the future. The enemies are currently not where I'd like them to be in many regards. What you can expect in future enemy passes. -Tiers to enemies. Basically think Zombie tier 1 has X health and deals Y damage. Zombie tier 2 has more health and deals more damage. Zombie tier 3 even more. Etc. These numbers will be hand authored so as to avoid formulas that may not give the exact difficulty curve I want in the game. -Enemy 2. Enemies in Tenebris will all have "a purpose." Meaning zombies will all be zombies, visual variants exist, but enemy 2 will do X thing and enemy 3 will do Y thing. Now that thing may be "attack faster," but the goal is to have enemies cause different decision making, threat level, and of course demand different things from the player.

  • Number tweaking. This will be an ongoing project of course but the idea should be (most) enemies are able to be reacted to their attacks. Meaning eventually potentially non-ranged character aren't just hit for being.... well in melee range. There won't be any obvious end point for this these numbers can be tweaked anytime any enemy feels "off."

What's the future of Tenebris? The thing I currently want to commit to is updates every Thursday. This one is late because well I'm still new to Steams workflow. The goal is every Thursday new Tenebris update!Wow so every Thursday I should expect new content?No. Put simply some updates will probably be architecture/back end stuff. I specifically did the first enemy pass in this update to give something more player facing but I could 100% see update 38 being back end stuff to get the next character/map/etc. ready. That being said I'll try to keep updates understood just by the headline. Something like Back End 1/2/3 etc. I'll try to land on some naming convention. So that's it, the first official update of Tenebris playtest. Next one will (hopefully) be the networking one.