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Author Topic: Release: v0.1.4 (and Development Video #19)  (Read 4526 times)

Christian Knudsen

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Release: v0.1.4 (and Development Video #19)
« on: October 25, 2012, 08:24:16 PM »


Update: There were a couple of bugs in v0.1.4, so the download links have now been updated to v0.1.4.1 that fixes these bugs.



Here’s the latest version and a video demonstrating what’s new gameplay-wise:


Hostile Takeover Demo v0.1.4.1 for Windows (20 MB)

 Hostile Takeover Demo v0.1.4.1 for Linux 32-bit (20 MB)

 Hostile Takeover Demo v0.1.4.1 for Linux 64-bit (20 MB)


Please note that savegames from previous versions won’t work in this version.




Watch it in HD!



Changes:


- Fixed bug with saving open doors.

 – Fixed issue that made NPCs react to seeing you with a weapon in another building.

 – Fixed bug that made it impossible to do an aimed shot while crouching.

 – Fixed minor issue with the opening and closing of some doors not affecting tile lighting.

 – Fixed some issues with elevators that could severly mess up the pathfinding of NPCs.

 – Fixed player and background noise levels getting stuck if sound files are missing for some reason.

 – Fixed bug that would cause the player to still be alive after dying if he was following a character when killed (i.e. the player had clicked on a character and the player character was walking up to that character).

 – Fixed issue that would make a character face in a different direction than he was moving when getting out of another character’s way.

 – Fixed bug that would make a character choose an edge tile to walk to when getting out of another character’s way.

 – Made level visibility also apply to other buildings.

 – Added power lines overlay when hovering over fuse boxes (and other stuff that’s connected to something else via power lines).

 – When clicking on a world object or using an item on it, the player character will now automatically walk up to it if it’s out of reach (but not if the player character is in one building and the object in another).

 – You can now shoot at characters in an elevator, and they can shoot at you.

 – Made sure the current objective screen is removed if you walk into an elevator and the elevator buttons are displayed or walk up to talk to a character.

 – Added an arrow for when hovering over an edge tile to show that going there will make you leave the map.

 – Integrated the current objective and restart location buttons better with the interface.

 – Made placement of character dialogue take into account whether or not the character is in a moving elevator.

 – Changed the name of the Electric Surge and Lock Override devices to Remote Power Surge and Remote Door Lock.

 – Added functionality to the scripting language so that actions can be set to only occur after a dialogue has ended and the player has closed the dialogue screen (such as the receptionist only going to investigate the car alarm when the player closes the dialogue window).

 – Some changes to the test map.


v0.1.4.1 changes:


- Fixed bug that would potentially crash the game when drawing the selection outline around a shooting character whose line of sight is broken.

- Fixed an error in the level design that made it possible to shoot the CEO from the adjacent building without doing anything else (it wasn’t supposed to be that easy!).



Christian Knudsen

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Re: Release: v0.1.4 (and Development Video #19)
« Reply #1 on: October 26, 2012, 03:59:23 PM »
Updated the original post with v0.1.4.1 that fixes a couple of bugs in v0.1.4.

thenewguy

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Re: Release: v0.1.4 (and Development Video #19)
« Reply #2 on: October 26, 2012, 11:02:08 PM »
I've played through the new demo once and everything seems to work well. I like that the guards react to the player in the elevator and sniping from the other building is much nicer. So far I have encountered no problems.

Christian Knudsen

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Re: Release: v0.1.4 (and Development Video #19)
« Reply #3 on: October 27, 2012, 01:21:38 PM »
Cool. Fingers crossed that it stays that way. Let me know if you run into any crashes. :)

thenewguy

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Re: Release: v0.1.4 (and Development Video #19)
« Reply #4 on: October 27, 2012, 10:44:03 PM »
I haven't hit any crashed, but I did encounter a small bug. Actually, I think this is something you are already working on. I found that if I shoot the CEO while he is in his office and if he balls backward, he can fall through the wall. This means his dead sprite is in the hallway where the guards can see it. And, once they see his dead body, they raise the alarm. Ideally, the body should stay in the room where he is shot. I think you are already in the process of fixing this.

Christian Knudsen

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Re: Release: v0.1.4 (and Development Video #19)
« Reply #5 on: October 27, 2012, 11:12:12 PM »
Yep, that'll be fixed when more death animations are added and walls and blocking objects are taken into account when deciding where to fall.

VFP82

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Re: Release: v0.1.4 (and Development Video #19)
« Reply #6 on: November 20, 2012, 11:08:32 PM »
HEY CK! You may remember me as VincentFirePony on the ASCII Sector forums. Just downloaded the HT demo last night and getting to playing it now, the good news is it looks like my system can handle it, so when Alpha comes around, I'll be eager to purchase. Let's me relive my Hitman days, sigh... I just watched development video #19, is that your voice I heard?
« Last Edit: November 21, 2012, 12:19:07 AM by VFP82 »

Christian Knudsen

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Re: Release: v0.1.4 (and Development Video #19)
« Reply #7 on: November 21, 2012, 10:01:58 PM »
Hey Vincent! Yeah, that's my amazing voice talent in the video. Ahem...

Cool that it runs on your system. What are your specs?

VFP82

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Re: Release: v0.1.4 (and Development Video #19)
« Reply #8 on: November 22, 2012, 04:59:17 AM »
The voice of our Commander in playing awesome games!!! Finally!!! I can email you my dxdiag if you wish, but the generic specs are Win 7 32-bit 1.3 GHz 1 core processor.

Christian Knudsen

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Re: Release: v0.1.4 (and Development Video #19)
« Reply #9 on: November 22, 2012, 12:22:01 PM »
Thanks for the email. Your system is more powerful than my dev computer, so no wonder it runs! ;D