0.6 - Now Live!
Fall Blau Beta » Devlog
Hi there everyone, welcome to the release notes for Fall Blau's alpha 0.6. This has been a monumental update for me personally, and i'll link you to an article I wrote on Fall Blau's website, which details some of the challenges of the update and how it shaped me personally.
So what's changed with 0.6?
Well, a metric ass ton:
- Gameplay 2.0 - A new iteration on Fall Blau's gameplay regarding enemy AI behavior
- Obstacle and cover perception
- Newly reworked detection and target acquisition systems
- Scripted and dynamic movement systems (allows for advancing AI in both dynamic and scripted environments)
- AI suppression system (AI will react to getting shot at, and will stay in cover if taking too much fire)
- AI Objective system. AI will have their own objectives which they will strive to complete.
- Companion AI 2.0 - Companion AI are now far more dynamic, but with the ability to act in a scripted fashion, allowing for new gameplay possibilities)
- Obstacle and cover perception
- Player position understanding
- Dynamic, 'Follow' state - AI follows and supports the player.
- Scripted, 'Objective' state - AI has it's own, scripted objectives and works to complete them.
- Newly structured attack and targeting system
- Regenerating Health systems
- Mosin Nagant 91-30 sniper rifle (available in levels 2 and 3) added
- Tank AI 2.0
- Scripted + Reactive movement systems
- Refactored IK systems for proper tank movement and orientation
- New targeting system
- New projectile system
- New health systems
- Panzerfaust weapon added
- Panzerfaust weapon crates (pickup points for the Panzerfaust, can pick up one panzerfaust - then wait 45s and be 10m away for it to spawn a new one)
- New Main Menu
- Level selection widget
- Options menu
- 3D sound with tabletop radio
- dynamic camera system
- Automatically detected graphics setting to adjust visual fidelity for best performance
- New sounds
- Weapons (MP40, Luger, K98k)
- NPCs (Tanks)
- Ambient (Distant explosions, radios
- Reworked levels
- Baptism under fire
- Central area completely reworked. Turned from an open field into a vast swamp with much more interesting cover locations
- Street crossing near the end completely reworked. New farmhouse added, along with a soviet camp
- Buying the farm
- New introduction and railway area
- Reworked riverside fight and waterwheel bridge
- Entirely new farmhouse, farmhouse assault and farmhouse defense sections
- (basically, the entire level was re-built from scratch
- Baptism under fire
- New level
- Highway to Hell
- Set in the russian town of Karpovka, "Highway to Hell" is the final mission before Stalingrad. It's the first time the player must face a tank and includes a host of new and interesting environments to explore and fight through
- Highway to Hell
- Graphical improvements
- A bunch of new assets have been added to the game, such as photoscanned crates, new tank models, and new 3d assets
- More will follow as the production and graphical aspects of Fall Blau ramp up progress
- Photorealistic HDRi textures powering some of the skyboxes in the game, such as the Main Menu
- Eventually every level will be lit by an HDRi
- All levels switched to dynamic lighting
- Ladders added
- Various asset optimisations (took the game from 1.1gb to 800mb)
- Various other bug fixes and balance changes
It has been a truly massive update, don't hesitate to play it and let me know what you think!
Cheers, and stay safe!
Lukas
Files
fall-blau-alpha-win64.zip 811 MB
Version 0.6-alpha Sep 20, 2020
fall-blau-alpha-win64.zip 811 MB
Version 0.6-alpha Sep 20, 2020
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