This could lead to some interesting strategies emerging, a particularly cheapskate player might stalk an NPC who buys an item then murder them in a dark alley away from prying eyes to grab it, just to get out of paying! NPC Item Use ![]() The game will also keep tracking this inventory data after the player leaves for another map, so if a particular NPC buys an item, you leave the map and return later and find them, they will still drop it if knocked out or killed! NPCs will now spawn in with a random amount of cash on them and any items they buy with it will go into their inventory, these items will then be dropped if they are killed or knocked out, here’s a little demonstration from one of our test maps. The POSTAL Dude isn’t the only character in the game with an inventory system now, everyone has one! Well, this is now included in CR, this is a feature we implemented in a more limited form a while ago where cops would taunt your body, but it was buggy and worked inconsistently, now anyone can do it and they’ll do it to fellow NPCs as well, not just you! NPC Inventory Alt Ammo on the HUDĪmmo counts for Alternate Ammo types have now been made to appear on the HUD, when the player’s current weapon has an alt ammo type and the player has some of that ammo, the amount of the alt ammo the player has will appear above the ammo counter when not loaded in smaller text. The design doc also included an idea for a Shotgun non lethal ammo type, Beanbag Rounds, we may end up adding this ammo type later, but for the time being this idea isn’t implemented in CR. The Rotten Fruit/Veg for the RPG was decided against because, well, firing a bunch of food from a Rocket Launcher is just a stupid sounding idea.The Tear Gas rounds for the RPG were decided against because they would be redundant, as we already have Tear Gas as its own throwable.The Pepsi Bomb idea was decided against because the way it would work, temporarily stunning NPCs in a radius, is functionally the same as our Flashbang weapon.The design doc included other ideas for non lethal ammo types, such as tear gas rounds or rotten fruit/vegetables to be fired from the RPG and a “Diet Pepsi Bomb” as an alternative to grenades, we decided not to include these ammo types. Unlike the Shotgun ammo types, which were our idea, these alternate ammo types were taken from the Postal 3 design doc. In the last devblog we mentioned that we were giving some of CR’s weapons alternate ammo types to make them feel more unique, with Explosive Shells for the Pump Action Shotgun being the first instance of these alt ammo types we implemented. The Showcase - Alternate Ammo Types: Dragon’s Breath and Armour Piercing Shotgun Shells ![]() ![]() This was an update that was supposed to be released around a month after the previous devblog, a smaller scale series of updates to be released as a template for a new devblog format, releasing shorter but much more frequent blogs to clue people into our work more often, but things rarely work on the timescale we predict with a project like this as expectations and ambitions meet reality, why this blog took several months instead of just the one will be explained later.įor now, here’s what we’ve been up to since the last blog. Hello everybody! Here we are back once again with another devblog post for Catharsis Reborn, discussing the work of the past few months.
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