Added end Screen
SillikOne
Creator of
Recent community posts
Hello ZakariaGhorfati!
Thanks for going back to the demo!
About the Squad members not being affected by traps & turrets. This is intended. It would require quite a lot of AI Senses checking for them to be aware of those. And it would not add to gameplay experience. So, unless I find an efficient way of doing it, it will stay as it is.
I must find this glitch you got during sequences, I'll do some testing on that using different resolutions and mouse settings.
About encountering new features (like the shield drones), this something I'm working on. It is quite a delicate work because I don't want to bother players with tons of informations. In fact there is a second tutorial availlable (as says the popup you got when in your vessel), it is accessible on the mission console under "tutorials" tab. It is just that the mission console design has a bad design, you did not see that there are two tabs. I will work on that.
About minimap & waypoint. The triangle top left of your hud is not a waypoint, it is just a compass as such it is always pointing one direction. I don't want to implement a minimap because it tends to spoil the tension to be in an unwelcome place. I think I'll trigger the Exit Waypoint when player reached a kill threshold, may be when he dispatched half of enemies.
Thanks a lot for taking the time to play and share your experience. This will make shootout a more pleasant experience for everyone!
Hello!
I've just pushed the version 0.6!
The update is quite stuffed. I added the remaining Squad Upgrades. I also added cost to upgrade them and to run mission.
I also pushed further the AI. Enemies will now use squad order (Follow, Stay, Hold). Order "Hold" will trigger Upgrades if they have some, and they could.
- Added Squad upgrade AreaHeal, AreaShield, Turret, Drone!
To use the Upgrades Order your squad to Hold (Hold Squad order Key) Squad Order Key is F by default. - Added cost to upgrade Squad Members.
- Added cost to travel with Squad.
Pushed a new version.
- Added Squad Console in player's HQ
The console's purpose is to easily access crew if they are wandering. There you can enlist them in your Squad and Upgrade them if they have enough experience. There are for now 4 levels for them. They earn 1 xp for each mission accomplished.
- Level 1 cost 1 xp
- Level 2 cost 3 xp
- Level 3 cost 5 xp
- Level 4 cost 8 xp
For now only the HPBonus is implemented. More to come.
The goal is to improve bots value for the player, and also give them more survivability especially on the Chapter 2 which is quite brutal:
Also, the game now has it's own Steam Page, feel free to wishlist it as it greatly boost visibility to have a fat wishlist :)
Following the kind & informative review from ZakariaGhorfati the demo has been updated to v.0.5!
- Default key mapping should now be correctly set
- Tutorial 01 has been updated for clarity
- Loose of mouse focus during cinematic has been addressed, I could not reproduce the glitch, though.
- The first couple of levels have been drastically reduced by size and are growing smoothly from level 2 (50% downsized) to level 5 (100%).
Please enjoy! And do not hesitate to share feedback, impressions, ideas...
ShootOut(SystemD) is a Third-Person Shooter with RogueLite elements. Shoot your way through procedurally generated environements. Choose your arsenal from a variety of weapons and tools. Save civilians and train them to be your backfire or healer. Capture Enemy bases. Defend yours.
The demo offers 1-2 hours of gameplay and is the first chapter of the game.
Hello!
The Demo is now in its version 0.2
- Added Drones MK2, an upgraded version of shield and scanner drones
- Jearl Hyatt has a weapon lvl10 which is 100% better than before (Lvl0)
- Added Hacker Achievement for hacking 10, 50, 200, 500 turrets & traps
- changed Weapons Achievements, it's now granted for 10, 50, 200, 500 kills
- Added "Shadow Of <MapName>" for finishing a map without triggering any turret or trap
- Reworked KeyBindings, it is now clean and clear.
- The minimum Mission level required to find Jearl Hyatt is now 8 (was 5)
please enjoy, and don't forget to leave feedback, rating, comment, ideas, cheers and what not.
I'm especially looking for feedback on the difficulty, is Station23B challenging, too easy, too difficult?
Do you want to see a difficulty slider?
Hello!
The Demo is now in its version 0.1
- Removed explosion effect on Plasma rifle
- Chemical effects from plasma rifles now last 5s after leaving the area of effect
- AI should have gained some responsiveness
- AI healers should no longer be stuck idling
- Added Titles for each weapons for 10, 100, 500 & 1k kills using them
- Upgraded Jearl Hyatt encounter
- Added several sequences
- Added Space travel to Mantaurus Prime
Please, enjoy and leave some feedback, ideas, ect.
Thanks for trying the demo.
A new build has been pushed! Following a quick patch to fix some debugging tool I forgot to remove...
This build introduce a new threat: Turrets!
You can hack them to target raiders. If you waste enough ammo they'll explode.
Many fixes, tweaks and improvements! Most notably, I doped the PumpGun : better range (30m), more ammo (8) and faster firerate and reload(90bpm). Also added a 3seconds Knock Down immunity.
More info to come in the upcoming devlog!
Thx for trying the game! Don't hesitate to post comments, ideas, opinions, feedback or just a warm hug!
Game Master!
Play the current version : ShootOut
When I decided to devote some time and love to the Narration System I was quite naive due to inexperience (I levelled up!). I did not realise that the Story System, to achieve what I envision for it, is encapsulating quite a bunch of Sub Systems.
- A Cut Scenes System (what I originally limited the task to)
- A Mission System (To set goals, Objectives & validate or not the outcome)
- A Npc Script System (To make bots perform some precise tasks that would be an over killing effort to implement on a generic AI)
- A Spawn System (To be able to spawn characters and set them up depending of the state of the story)
- And of course the Story System that encapsulate and make use of them all.
That explains why I could not publish a build for you to test since one month now. As I need a week to at least draft each system IF I subdivide well the work, which I obviously did not in this case, resulting to be overwhelmed by diverse and too different tasks.
But everything is coming together. The StoryTeller Actor I told you about in some previous DevLog as fatten up. It is now not only checking StoryStates and triggering a Sequence, but it can also Spawn actors, Start Scripts on them, Start Mission and check it states. It literally does the job of a Game Master in tabletop role playing game in fact. It is working well and will grow even fatter in the future.
Here a demonstration. Playing as Amanda. She's part of a team whom decided to break in 7Sides Corp. They planned to pass through a sewer. Amanda's role is to dispatch silently any guards but she's not skilled in hacking electronic devices. That's Romeo's role.
Still a lot of work making all this more sexy. But the StoryTeller is doing its job, and all its little soldiers be them Mission, Spawner, Cut Scenes components also. They all implement their useful functions and variable and communicate to each other as needed. They are quite easy to set up, reusable at envy and of course eagerly awaiting expansion.
Hopefully next week all this will be ready for you to test! I'm quite impatient to publish a build because some parallel improvements has been done.
Until next week, take care in these strange times!
Play the current version : ShootOut
Hi !
I won't publish a devlog this week, neither a new build obviously.
Everything is running smoothly, it's just that the narration is a very demanding task, it is tied to every single aspect of the game be it gameplay, save system, level design, UI, and more ... Also testing is time consuming.
It is coming together, sequences are quite easily done, branching is working and also taking account of other save is running well. But even if it is a work in progress, the whole thing is too much conceptual for me to publish. I must polish a little the sequences, and more importantly design a draft for scripted mission map !
Stay tuned, as soon as possible I will deliver a test build for you to debug, hem enjoy I mean :D