2.0 IS OUT! (Update notes and stuff)



Hello, Humans!

After all these months, I'm finally done with the major update! The update adds a brand new 2nd level, a few minor changes to the first level and TONS of other changes/bug fixes. And without wasting anymore of your time, ama go ahead and just layout the additions, changes and bug fixes:

----------------------ADDITIONS----------------------

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-A new level - Dan's furry con 2022.

This level takes place 1 day after the events of the first level, this time playing as Dreadlock Dude where he gets into a car crash with lgbtq individuals who protest against gay and trans rights for a living. After disrespectfully murdering both of them, coincidentally like DDP he develops the urge to go take a leak at a place of sorts, specifically at a Furry Con ran by Dan himself once again. (because that is the building that he could go to). The place is just as gay as the disco club. Just to give an example: Jerry. J. Dickinson running for president of Israel, a random furry handing out copies of mein kampf, a few homeless beings outside the con. You name it. After teaming up with an impostor furry, getting to know the extremely confusing layout of the con and finally putting an end to Dan himself, all of the participants, and a furry with a humanely indescribable appearance, you leave the con to head off into the sunset (for cinematography reasons. duh)

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-A vaulting/mantling feature has been added. It is completely dynamic and does require vaulting/mantling eligible spots to be placed around the map to be used. This feature is only really useful when you need to jump off high places (usually surrounded by walls that are just a bit shorter then your pelvis) to get to your destination quicker.

-Added the ability to Sprint that can be activated by pressing left shift a second time whilst running. All tho there is balancing with a stamina bar that can be replenished to it's max when drinking VESWWT.

-Added the ability to do a melee attack when pressing the middle mouse button. (It looks very bad) (middle mouse button toggles pissing when holding no item) 

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As a part of the new level, Two new weapons have been added (Well, actually one, as you'll see in a bit):

-The suckinator 3000 (REMOVED DUE TO LOST OF INTEREST AND TIME LIMITATIONS) - A lust gas powered weapon that makes any furry's horny levels sky rocket. sure it doesn't kill, but ei, if ur into that dumb weird sh*t, it might be fun to analyze the effects?

-THE DOG - A dog with a very unusual appearance living in immense pain. It does kill the cring very well tho so i recommend u use it. 

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-Made the vape's coil gradually fry up and burn when smoking too much. Doing so will give you a message and activate a cooldown before you can gain health from it again.

-Added minimal camera shake when running or sprinting.

-Took me quite some time to do smth about this, but furries that have been shot in the leg and are crawling now have an idle crawl animation, just in case they fail to move in some cases.

-A decent portion of the emotes now have sound

-Added an option to limit the FPS. This CAN help if the game on your end feels jittery and/or stutters from time to time. I suggest you limit it to your monitor's/display's refresh rate/hz.

-Now you can commit stfu on the horrible music by shooting one of the 4 speakers in the club in the first level. This will cause all of the furries to flee. doesn't make much sense when you punch the speakers but ight.

-Added 2 small linear staircases on both sides next to the most far wall from the entrance to make certain places faster to get to.

-The are now additional sounds and animation to the coffee that you can get in the first level in the gayming café.

-Added sound and camera shake for sliding.

-Rocket explosions now fire an impulse that basically affect every single physics object, including pawns like the player, allowing you to rocket jump and get to much faster speeds than before.

-The background for the main menu now randomly switches between 10 materials every time you enter it. The chances for each material are completely random so expect to see some repeat themselves. 

-Added sounds for each surface when landing.

-Some bussin music now plays when fighting the Protogen in the first level. All of it shamelessly stolen from FNF mods. (Vs Retrospecter, Vs Zardy) (this existed a long time ago during playtesting)

-In the first level, 2 additional staircases have been added near corners of the club (for those who can't use their motor ability to press space and vault over the ledge) to allow for a quicker walking session down to the 1st floor.

-The STOR™ in the first level has Received a noticeable amount changes and additions.

----------------------CHANGES----------------------

-Disabled Screen Space Global Illumination, because I kinda realized that it doesn't offer great results, especially in dark places, where even very rough materials look like they are reflecting something.

-The furries have been made slightly more intelligent. They now see you holding weapons from a slightly greater distance, They react to gunshots, explosions and death screams which causes them to flee and maybe other things idk. There was no attempt made to optimize them since they're nodes/code is just so god damn spaghetti.

-The player no longer keeps blinking after death and now closes his eyes once dead.

-Removed a few depressing/action music tracks from the main menu.

-Removed some furry voice lines/sounds for screaming, dying, getting hurt, ect.

-Changed the player footstep sounds when walking on wood. Now they should sound like you're making more of an effort to run instead of calm heel to toe placements.

-Updated the credits to more accurately represent the credited people and how they have contributed towards the project. (profile pics, descriptions).

-Air control for the player has been greatly increased.

-The seller at the gayming café in the first level now faces back to you when giving you the coffee.

-The checks for the p*ss droplets are now done with a curved linetrace, just like for tracing the p*ssing on furries, instead of using the individual droplets from the particle system and getting hit results from there. This has been done because I realized that on a framerate lower than around 36, the p*ss droplets just wont hit anything and will go straight through everything.

-Greatly increased the radius for which you can pickup the trash in the first level inside the store. During playtesting I realized just how annoyingly small the collision for it was so it decided to make it a little more barrable.

-Removed the procedurally spawning furries outside the club in the first level that would walk from one end of the map to the other. They were mostly a low point of interest that at times would cause noticeable performance drops (at least on my setup) and would constantly change fur color every time they try to flee (idk why).

-Slightly increased the FOV for both first and third person perspectives.

-All RGB shifting materials now make use of the HueShift node, instead of an image with all of the necessary colors. This fixes an issue where when the loop resets, there is a noticeable jump between colors.

-Updated/changed the window breaking particles. Instead of using 10 rock impact particles scattered in a straight horizontal line, it now spawns 10 proper broken window shard piece particles that are placed at random points of the mesh's bounds.

-Every weapon with a bullet container/magazine of sorts now has infinite ammo. Due to my declining motivation for this project and the god awful spaghetti code, along with the horrible/outdated weapon system in place, I am too lazy to implement a proper ammo saving feature to make reloading worth doing instead of just quickly switching weapons.

-You can longer take 10 damage each time you press Z. it was one of the few debugging features that I forgor to disable in the public builds.

-Attacking whilst sliding no longer cancels the slide. (with almost all of the weapons). Since the sliding animation and the attacking animations are both anim montages, there can only be one montage playing at a time per player so instead I've moved the sliding anim into the main state machine of the Animation Blueprint so that it only has to check for a single sliding Boolean in order for it to work. This did in turn lead me into having to re-connect a few nodes into different places so the sliding may or may not feel a bit different.

-You can now run and sprint in all 4/8 directions. this was one of the things that previously looked awful and didn't deserve to be in the game when the backwards walking gittering was a thing because the mesh is rotated in all 4/8 ways with animation and not game code.

-All toilets are freed up and they now have water. yay.

-Removed the far buildings in both levels. They were simply the far apartments in the first game, but stretched to sh*t. Now that I've noticed them, they have terrible baked lighting and just look unnatural to be surrounding a desert or smth.

-Increased the time before dead furry corpses optimize themselves once not moving from .2 seconds to 5 second.

-Changed the gore sounds when dismembering Furries.

----------------------FIXES----------------------

-Fixed the issue with the character jittering a lot when walking backwards. Was caused by finterping interpolation which did basically nothing to the animation blueprint besides cause the jittering.

-Fixed an issue where if you crouch whilst trying to sprint backwards and then try moving in a forward direction, the character would start sprinting partially underground.

-Fixed the issue with the fire from exploded cars not following the car. Was caused by the fire's root component being static and non changeable. switching it out for a sphere collision seems to have done the job.

-Fixed the issue with some hats not disappearing from the fuhhy's heads when the head is missing.

-Corrected the hovered info text for the FPS counter check box. It was the exact same as the one for the cringe mode button since I duplicated it. :skull:

-Fixed unintended behavior during the credits sequence in the first level where you could hear all of the burning fire and such, partially acting as a distraction at times (depending on what type of person you are) (I THINK I DID THIS IDK)

-Fixed the issue in the first level where the POV would freak out when trying to straighten itself before getting out of the car.

-Fixed an issue where the protogen would still say some of his callouts when he's dead.

For now, This is where the updates will stop. most likely forever. I've already got another project in the works and in General, I just don't wana work one thing for too long.

Il cya'll in a few months!

Files

DDPFD PUBLIC BUILD 2.0.0.rar 2 GB
Jul 15, 2022

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