Quick Fire 0.3.0 "Here and Now"
Quick Fire » Devlog
0.3.0 is finally out! It's taken quite a while, but the changes are significant and completely change how the game is played, add tons of new content, and make it look much nicer.
This devlog will be as comprehensive as possible, but not every single change to weapon stats and such will be listed unlike previous devlogs.
Update Content
General
- Added Ability Points (AP), which are a stat that regenerates automatically over time, with each class having a different max AP. It is spent on Abilities (which have great utility for movement), and the Mage's weapons.
- Added Abilities, which cost AP and have cooldowns. These include:
- Leap, which provides a vertical and horizontal boost that can be used to quickly travel large distances.
- Slam, which stops all momentum and provides a downwards force, creating a shockwave when landing that knocks enemies back, useful if you have found yourself in an enemy sightline and need to quickly change course.
- Added Dynamic Spread. Most ranged weapons now have dynamic spread. When firing, spread increases (and slowly returns back to normal), and scoping decreases spread. This should make scoping a more useful mechanic, especially on weapons that previously had low recoil and gained very little from scoping's recoil reduction.
- Added Class Passives. These are special perks given to classes to enhance their signature playstyles. Light gets a +20% speed boost out of combat, Mage gets +25% A.P. regen, and Heavy gets 100 "Defence", a special form of damage-reducing health. Medium doesn't yet have anything though - sorry medium!
- Added Guides. There are these and a simple "Onboarding" display that should help in understanding the mechanics of Quick Fire.
- Added Class-Locked Items. Most items are now class-locked, meaning they can only be used on a selection of classes. This now allows classes, such as the Mage, to have their very own defining weaponry.
- Locked Sniper to Medium primary. Without this, Medium doesn't have any good weapon to define them. Now, hearing those deadly shots, and getting hit for 150 damage means you know you are in the sights of the Medium.
- Locked Oppressor and Flamejet to Heavy primary. This gives Heavy two high-damage, unique weapons that can easily decimate enemies, but come at the cost of a high weight penalty (of course, the Heavy can handle this without too much issue).
- Locked Lifestealer Crossbow to Mage primary. This gives the Mage an accurate weapon that gives them increases sustain in fights.
- Locked Double Barrel Shotgun to Light / Heavy primary. Both these classes need a way to deal quick bursts of damage that are effectively only within very close ranges, so this fit the spot perfectly.
Classes
- Added the Mage class. This magic user has harnessed the power of "Ability Points", and uses them to power their three unique weapons: Lifestealer Crossbow, Frost Wand, and Meteor Staff. Their health and speed isn't great, but they make up for it with unique and powerful weapons. But be careful - Ability points also power your abilities, and using all your weapons will leave you vulnerable.
Weapons
- Added a new melee, the Chainsaw. This wood and flesh-cutting tool has found good use in the hands of the Mage, Medium, and Heavy. While quite heavy, it deals significant damage up close and allows the user to lunge towards enemies when landing successful attacks. Or, use it on walls to quick climb them and appear from unexpected areas.
- Added two new tertiary grenades, the Gas Grenade and the Slow Grenade. Throw these to instantly detonate them on contact with the ground. The Gas Grenade inflicts poison around it, damaging victims over time. The Slow Grenade creates a "Slow Field", slowing both projectiles and players that come into contact with it. This can create a safe barrier, especially from distant enemies, allowing you to reload or escape. Available on all classes.
- Added a new secondary, the Improvised SMG. This cousin of the SMG is useful for finishing off enemies or providing a slightly longer-range weapon if using something close range. Available on the Mage, Medium, and Heavy.
Heavy Weapons
- Added a new secondary, the N-Foam Launcher. This exotic tool launches large globs of foam that slow enemies significantly. Use this to discourage enemies from going through certain areas, or fire it directly at them to inflict a devastating slow, allowing you to switch to a primary and finish them off.
Mage Weapons
- Added a new tertiary explosive, the Meteor Staff. Out of an unknown material, the Mage has created a deadly explosive weapon. This fires barrages of meteors that detonate on impact, especially deadly at closer ranges.
- Added a new secondary, the Frost Wand. Channelling ice magic, the Mage can summon super-sonic chilling icicles, which can stop any class in their tracks in the right hands. Perfect accuracy and high projectile speed allow you to inflict a stackable 15% slow from far ranges.
Maps
- Added New Age. This is a large map featuring several buildings within a crater, flanked on the edge by fencing, a factory, and some small outposts. Features large outdoor areas, an underground tunnel area, and a few secrets around the map.
- Added Steel Mill. This is a seemingly abandoned steel mill, featuring open indoor areas and a broken rail network stretching across the whole map. Playing low to the ground or up on rooftops are both viable strategies. There are plenty of routes to get around and areas to catch a breath in.
Visual
- Major Lighting improvements. The entire game's lighting looks much better now. The only real change here was adding a skybox - both the appearance of the skybox and the ambient light it adds to everything make the game look much more vibrant.
- Class Cosmetics. Each class has their own cosmetic they wear, making it clear which class a player is so you can decide whether or not to fight them.
- Model Improvements. Weapons like the Double Barrel Shotgun and Oppressor have seen overhauls to their models and are much more in-line with the game's visual style. Some environmental props, like crates, have also gotten a touch-up.
UI
- UI Improvements. This applies to the main menu and in-game UI. Firstly, UI should have a more consistent style across the board. The vitals meters (Health, Ability Points, Defense) have a new 'laboratory equipment' style to them. There is a display that shows every status effect currently active. The crosshair also accurately shows spread, including dynamic spread, and can be customised (in terms of scale and shape).
Bugfixes
Too many to name, but some notable ones are:
- Fixed: Other player's ammo counts showing up on your screen.
- Fixed: Player death and spawning inconsistencies, such as effects not properly appearing.
Files
Quick Fire Win 0.3.0.zip 42 MB
Jun 20, 2023
Quick Fire WebGL 0.3.0.zip Play in browser
Jun 20, 2023
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Quick Fire
Engage in a Class-Based Arena FPS with Loadouts, Abilities, Magic, and even Slowing Time with potentially more to come!
Status | In development |
Author | microman502 |
Genre | Shooter |
Tags | 3D, First-Person, FPS, Multiplayer, PvP, Unity |
Languages | English |
Accessibility | Configurable controls |
More posts
- Quick Fire Status Update41 days ago
- Quick Fire 0.4.0 "Rearmed and Ready"Mar 07, 2024
- What's Happening with Quick Fire?Feb 19, 2024
- Quick Fire Dev BranchNov 13, 2023
- Quick Fire 0.3.1 "Here and Now" HotfixJun 28, 2023
- Quick Fire 0.3.0 Development Progress #2May 08, 2023
- Quick Fire 0.3.0 Development ProgressMar 21, 2023
- Quick Fire 0.2.4 ReleasedJan 29, 2023
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