Quick Fire 0.3.0 Development Progress #2


(Quick Fire Dev Branch can be found at https://microman502.itch.io/quick-fire-dev-branch)

Yet again, I've been working on and off on 0.3.0, and I feel like there's plenty enough here that i should show it all off. It's getting closer and closer to release, and at this point I'm ready to release it at pretty much any time. There's a lot to cover, but as last time, I'll do a summary rather than a full list of changes:

Map Improvements. This mostly applies to New Age, where there have been a ton of new additions, such as an underground tunnel system and general geometry changes.

Lighting Improvements. This is mostly just the addition of a proper skybox, but it adds a lot to the feel of the game. A slight amount of bloom has also been added to make some effects more intense.

New Weapons. The improvised SMG is a secondary, effectively a toned-down version of the SMG. The Slow Grenade is similar to the Gas Grenade, but it instead explodes into a projectile-slowing field that can potentially protect you from heavy fire.

Audio Improvements. The SMG, Assault Rifle (previously Burst Rifle), and Six Barrel Shotgun have seen improvements primarily to their firing sounds.

Logo Improvements. The logo and thumbnail for the game look much cleaner and less depressing.

Guides. The main menu contains a "guides" menu, where you can go through and learn how several game mechanics work - primarily weapons, the loadout system, and abilities.

Model Improvements, Remodels, New Models. The Oppressor, Flamejet, Double Barrel Shotgun, Chainsaw, and Gas Grenade now have proper models and icons. Unless I've managed to miss everything, every single weapon should have a proper model now.

Ability Changes. Leap remains effectively the same, but Slam now creates a shockwave, dealing knockback to all enemies within a radius. Slam also constantly adds velocity while falling, and blocks the use of any abilities while you are falling.

Class Cosmetics. Each class wears something on their head now to make it easier to tell what class you are looking at.

Balancing. There have been tons of changes to weapons balance, some are slightly for aesthetic reasons, but some are because some weapons felt too strong / weak.

The Flamejet now fires continuously, and the alternate fire makes it more accurate and fire slower rather than the other way around.

The Sniper and Revolver both do full clip reloads, which means that reloading with an empty clip is now faster, but reloading with a near-full clip is slower.

The Sniper now holds 5 bullets and overall reloads faster.

The Revolver fires slower but with more damaging bullets.

The Grenade Launcher fires 20% faster.

The Double Barrel has a longer reload, 2 extra reserve ammo, and more pellets, but less damage overall.

The Burst Rifle is now the Assault Rifle. It provides a similar utility to the SMG, but is easier to control, has lower DPS, and fires high-velocity bullet that travel as fast as sniper bullets.

The Chainsaw is heavier (1.75 > 2 weight), cannot be used by the light class, but allows you to climb walls when hitting them and lunge towards players when attacking them.

...and many more changes not listed here!

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