Ok... here we go. KF-OldCity beta 1...
Took me long enough and now I'm really feeling exhausted because I pushed myself so much to finally get it out the door and off my desk. Everything should be working though not everything is finalized. Will do that in the coming days. During my runs gameplay felt slightly slow though there shouldn't be many places to hold, especially in a six man game the narrow passages should prove frantic as enemies drop around you.
Download Beta 3
Beta 2 changelog:
- myleveled all external files
- minor changes to lighting to prevent greenings
- minor changes to fogging (hopefully also clearing up a few fps drops)
- some ZED spawnings changed / added
- some textures were changed and some detail textures were added
- improved pathing
Beta 3 changelog:
- fully playable
- added another foggy layer to skybox
- fiddled around with some of the visuals
- added a heckload of cull distances for fps otimization
- added some additional spawns and tweaked the reast
- changed some of the railing so ZEDs can jump over
- added jumppads so ZEDs are more nimble this time around
- removed the small hut close to the starting point
- removed some of the blocking volumes so you can vault over certain railings (usually when there's a bench)
- a couple of other changes related to player blocking
Took me long enough and now I'm really feeling exhausted because I pushed myself so much to finally get it out the door and off my desk. Everything should be working though not everything is finalized. Will do that in the coming days. During my runs gameplay felt slightly slow though there shouldn't be many places to hold, especially in a six man game the narrow passages should prove frantic as enemies drop around you.
Spoiler!
Download Beta 3
Beta 2 changelog:
- myleveled all external files
- minor changes to lighting to prevent greenings
- minor changes to fogging (hopefully also clearing up a few fps drops)
- some ZED spawnings changed / added
- some textures were changed and some detail textures were added
- improved pathing
Beta 3 changelog:
- fully playable
- added another foggy layer to skybox
- fiddled around with some of the visuals
- added a heckload of cull distances for fps otimization
- added some additional spawns and tweaked the reast
- changed some of the railing so ZEDs can jump over
- added jumppads so ZEDs are more nimble this time around
- removed the small hut close to the starting point
- removed some of the blocking volumes so you can vault over certain railings (usually when there's a bench)
- a couple of other changes related to player blocking
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