0.2.3 Update


Update 0.2.3 changelogs:

General changes:

  • Heavy optimisations leading to up to 60+ fps gains in game

The UI changes below lead to me being able to optimise the game's performance leading to huge fps gains.,

  • Fixed a game breaking bug where the game did not detect the humans at all after repeatedly starting to play

Powers:

  • Kinetic Spookage:
    • Added particle effects
    • The power's activation is slightly delayed for some build up of fancy effects
    • Changed sound effect to match the effects and to avoid copyright issues
    • Now has a separate value where it affects objects and humans. Humans get scared in a larger radius.
    • Humans get scared in 10 -> 20 meters range
    • Object are affected in the same radius as before

Kinetic Spookage is the second power in line to receive some feel magic and thanks to the refarctored code, some balancing as well.  The intent is still that Kinietic Spookage is the most powerful power in the player's arsenal but I didn't want to overdo it while Rupture Pipes got a buff in this patch and Spooky Surprise will get a buff at the same time it gets the feel magic. The simpliest change was to change the area in which it affects humans, which is conviniently a nice counterbalance measure for the 1.25s delay it received in this patch. There still will be cases when the small delay allows a human to escape it but it's gonna be rare and the player will most likely not even notice, as currently the 20 meter covers almost the entire play area. This will change in the future of course with level extension but currently, enjoy scaring the entire map with a single click of a button.

  • Rupture Pipes:
    • Base cooldown reduced from 20 -> 18s
    • Scare range increased from 8 -> 10m

With the code refactoring, new balancing opportunities have opened up. The original intent was that there was a clear hierarchy between the powers, with Rupture Pipes being the weakest power tied to Spooky Surprise when you miss the large terror bonus of appearing inside a human. With my plans for the future of the game, the clear hierarchy is not needed anymore and I want all of the powers to be on a similar power level.

UI:

  • Cleaned up the base ui, the preview and status of the humans' has been moved to the Human Board. Press TAB/SHARE to bring it up.

This change allowed me to make the ui less cluttered when the player needs to focus on the game itself and bring up extra information when needed. This also gave me space on the screen to fit more information about the humans, like their current fears (which will be later used for another system) or their current roles (once again, future feature).

Humans:

  • Changed AI behavior so that they choose their destinations more naturally and will spread out more around areas of interest
  • Fixed clogging issues when multiple humans are trying to move trough the same doorway
  • Added more screaming sounds
  • Fixed male humans having female screams

Other changes:

  • Cut off the build-up part of the song playing during a mission because the build up is already present in the Main Menu
  • Refactored a large chunk of the code allowing for fast iteration of new gameplay elements and levels for future updates. 

In theory this shouldn't affect gameplay at all, but it already helped me to make balance changes for the powers because before that, the powers' cooldowns and ranges were hard coded.

Files

Fear Frenzy 0.2.3.7z 69 MB
Aug 02, 2023

Get Fear Frenzy

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