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Releases: Taliayaya/Project-86

v0.3.2-alpha: Hotfix

06 Aug 16:14
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v0.3.2-alpha: Hotfix

Hotfix

  • fixed minimum size of text of Zoom Window
  • Re-enabled Settings disabled in 3.1

Full Changelog: v0.3.0-alpha...v0.3.2-alpha

v0.3.1-alpha: Zoom Window and Scavenger model

06 Aug 13:13
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v0.3.1-alpha: Zoom Window and Fido

Happy 06/08 day (idk I'm European).

This release changes the zoom system. It will now only zoom inside the zoom window. So by moving it, you can keep the zoom there.
Also, thanks to Riptide, we have a Scavenger model to replace the cubes. It is not textured so it is difficult to notice it with the gray everywhere.

Thank you for those that keep supporting releases!

Full Changelog: v0.3.0-alpha...v0.3.1-alpha

v0.3.0-alpha: Keybinds, Tutorials, Minimap and HUD Window System

23 Jul 13:00
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Keybinds, Tutorials, Minimap and HUD Window System

Patch notes

This version 0.3.0-alpha aims, in addition of the previous version, to give the player the opportunity to learn the full potential of the game more easily by adding the Keybinds and Tutorial system. In addition, players will start to discover the potential of the Juggernaut HUD by being able to customize their HUD: The position, the size, the opacity while zooming or while active, whether its enable or not.

What is the Keybinding system?

When accessing the Settings menu, you can now see new categories, and with it, the Keybinds one. The keybinding category contains all the keys you can modify and a description of what they do (by hovering the question mark). Click on a button and press the new key to change the current one. Press ESC to exit it.

What is the Tutorial system?

When playing the game for the first times, it is difficult to understand what to do, what is possible to be done. Not only the graphisms don't help, but the intuitivity as well. The keybind system aims to give a first understanding of the possibilities of the game. The Guide completes it by teaching the user about more technical things. Currently there are not much but with your help and time, it will gradually fill most of the aspects of the game. The next goal is that it is unlocked when you meet the situation for the first time. (Not to be overwhelmed by the quantity)

What is the minimap?

The minimap is a new element added to the Juggernaut HUD.
It displays the enemies nearby and your team. In red the Legion, in blue the Republic.
In the settings, you can turn on or off the player lock and the rotation lock.

What is the HUD Window System?

This is the major update of this release. This system aims to give the player the opportunity to configure their HUD as they want:

  • Position
  • Size
  • Opacity: while zooming or not
  • Active or Inactive
    By pressing the HUDEdit key (Alt by default), you'll enter the mode. It works similarly to an OS Windowing system (like Windows, but badly)
    This is the first version of the Window system but I hope you'll like it!

In order to have a great experience, please read the following lines:

KeyBindings

  • W A S D (or equivalent in your language) to move the juggernaut
  • Left Click to fire the main weapon
  • Right Click to fire the secondary weapon
  • Mouse Wheel: to Zoom In or out (up to 8.0X)
  • Mouse movement to rotate the juggernaut
  • ESC to pause and open the settings
  • Space to revive when destroyed
  • F, (Follow) you order the Scavenger to follow you / meet you
  • H, (Hold) you order the Scavenger to stop any movement.
  • G : (Go To) first press, you enter the design target mode.
    You'll see a glowing red area on the ground where you look at. This area shows the current destination. Move your camera to find a better spot.
    Press Left Mouse Button to confirm the area. The Scavenger will try to reach the destination
    Recast G to cancel the Go To mode.
  • Hide (no key). If the Scavenger is damaged, the Hide state will automatically be triggered. It will cancel any movement running. The Scavenger will try to find the origin of the danger and hide from it by going behind walls, running away.
  • Alt: Enter or Exit HUD Window Edit mode.
  • Shift: Considerably increase the movement speed.

Pause Menu

Pause menu is accessible by pressing ESC

Settings

In the Settings menu, you are able to change various parameters and some for testing purposes!

Guide

In the guide, you'll be able to review some important features of the game. Consider checking it after every release, more information will be available and progressivly field. Don't hesitate to suggest something! (We're lacking of ideas)

Before reporting anything

  • Please note that the stats of the juggernaut can change and are temporary. This include: Movement Speed, Damage, Bullet Speed...
  • Sounds and visual effects are temporary (shoot, "juggernaut"/"legion models, explosions)
  • Feel free to report anything to the Issue page or the Discord Community Server or to suggest improvement/idea.

DISCLAIMER

This version is for testing purpose and does not represent the complete game.
This game is community based and developped.
This is a fan game of the 86 : Eigthy Six License.
This project is currently only in English.

Contribution

Patreon / Donations

Thank you for the Patreon and external donators for supporting financially the development of this game and increasing its change to turn good!

  • Cold_
  • Excalibur's Blad
  • amadi
  • terrainCiel5173
  • MobiusReaper
  • Kazuto Von Harlock

Project Development

Thank you to those who are contributing to the development of this game (ui artists, 3d designers, devs...) and to those who are testing and opening issues and willing to help finding bugs.

What's Changed

Full Changelog: v0.1.2-alpha...v0.2.0-alpha

v0.2.3-alpha: UI Portability

11 Jul 16:36
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v0.2.3-alpha: UI Portability

Greetings everyone,
This small update aims to make the UI scale correctly on any device resolution.

Fixed:

  • Bug where the juggernaut spawned mid ground
  • UI issues on resolution that is not 1080p

Full Changelog: v0.2.2-alpha...v0.2.3-alpha

v0.2.2-alpha: Suggestions

08 Jul 10:37
b76710a
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v0.2.2-alpha: Suggestions

Thank you all for suggesting changes and improvements to the current version. This new version aims to release the suggestions that were easy to add, or important, or matching with the goals. If your suggestion was not applied yet, it doesn't mean it was refused or ignored. It is because it is not the time yet, it may be time consuming, or planned with other changes related at the same time.

For increasing your chances to have your suggestion applied, consider opening an issue and explain carefuly what you want.

See Minor Release Version for more information on the state of the game

Supporting

Please consider supporting at https://www.patreon.com/project86 to increase the chance of success of the game and being able to hire professionals for assets.

Suggestions

Suggestions applied are from

Patch Note

  • Initial Movement speed of the juggernaut reduce from 30 to 20.
  • Run movement speed set to 50.
  • Bullet now deals AOE damage, self damage is possible
  • Map rescaled to normal sizes
  • Suggestions applied.
  • change opacity of the thing around crosshair when zoom in, it look very weird with the way it is rn (sorry)
  • if possible, can it be thinner?
  • Range finder
  • Sometime after respawn some legion will follow our trail to last known location, this is fine, but some legion get stuck and just won't attack us on new life at all
  • Can LMG sound be a bit quieter, currently the sound is louder than explosion
  • Can we change scroll mouse sensitivity? I don't know the term but currently it just go like 1 push(or click) a zoom, this make it harder to misscroll but also harder to suddenly zoom in or out
  • add run if possible, maybe like twice the setting speed
  • What if we make Lowe's explosion range larger? currently yes it is cool but we can dodge it too easily
  • Maybe tune up turning speed for Lowe a bit, in between the old one I complain and this one we currently use
  • Stair is so weird block, if we could walk up or jump in future this will be good
  • Range finder to help use with
  • find spot to put control key guide or lord help me
  • We could put Fido's Status when destroyed as "destroyed" instead of hide to avoid confusion
  • when we fall over the map please just kill us
  • When we get on ledge, what if we can just climb it, or is it idea for jump in the future?
  • [ ] We could have up/down degree like +50 -50 and it would work still (when on ground, -50 might not possible because barrel colide but it will be good for when we are up high)
  • Fix range system stretch out value for range to be bigger, so it would be more reasonable to shoot. for now 10 meter is so absurdly small

What's Changed

Full Changelog: v0.2.1-alpha...v0.2.2-alpha

v0.2.1-alpha: Hotfix

06 Jul 16:32
27de337
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v0.2.1-alpha: Hotfix

Thank you to all of you that played this third minor version and notified some bugs / unexpected effects.
This new version should cover most of the bugs notified. If you find any other, please report them.

See Minor version Patchnote

Bugs notified that were fixed or that won't be fixed.

Thank you to the issues reported at #28 and #24 that accelerated the fix

  • Aggro for jugg didnt work, it did work for scavenger
  • launcher didnt make shortcut
  • bullet still slightly to the right
  • Big building is uncolliable for legion, legion bullet, and it pathfinding
  • sound of engine is unloop, it is quieter when walk instead of other way too
  • respawn doesn't work
  • after we use go to command, Fido command will stuck to "go to" until we order anything else even after he reach his destination
  • Sound. engine sound is louder when idle instead of walk

Bug that still carry over

  • If pause too early when it restart or respawn, game freeze. If put too many input at once, it crash (discover in 1.2 by Excal)
  • Settings Reset does not work on "sfxVolume" in Sound Settings (discover in 1.2 by Excal)
  • Secondary Fire randomly fails still happen. both randomly and after put speed to 100 sometime (discover by rain in 0.1.0, discover more trigger by Excal)
  • Pause Menu does not open after Reloading Scene (discover in 1.2 by Excal)
  • glitch where we go under floor is still possible, just harder to do (discover in 1.2 by Excal)

What's Changed

Full Changelog: v0.2.0-alpha...v0.2.1-alpha

v0.2.0-alpha : Wire, Scavenger and new Reload system

02 Jul 21:32
d8b0305
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Wire, Scavenger and new Reload system

This version 0.2.0-alpha aims to give the player the ability to try out the movement of the juggernaut, the HUD, the shooting and fighting enemies and their AI (Lowe and Ameise), the wire system and ordering a scavenger
This is the result of three weeks since the project started officially.

  • What is the new reload system?

In the previous versions, when running out of ammo, you were refilled after a short time. Now, this is NO LONGER possible. If you run out of ammo, you run out of ammo. Moreover, when you are out of ammo and you try to shoot, there is a BIG warning that yells at you, saying you are out of ammo on the given weapon.

  • How do I do then? If I'm out of ammo, am I doomed?

Well, yes and no.

This is where the scavenger system come. Like in the story, you'll need them to reload. When nearby a Scavenger, pressing R starts the reload sequence. Each weapon is reloaded, and certains weapons take more time than other.

Moreover, when you reload, you cannot move. Hence you are completely vulnerable during this time. Be careful where you reload.

The Scavenger is an unit. It means it is the same as a Juggernaut, an Ameise, a Lowe; it is destructible. By you, your allies or even the enemies. However, the Scavenger has a low priority target so it won't be focused by the Legion but if it is alone, it won't take long before it gets destroyed.

The Scavenger is not a blind stack of metal. It is moveable and you can order it (not as in a Restaurant tho)

In order to have a great experience, please read the following lines:

KeyBindings

  • W A S D (or equivalent in your language) to move the juggernaut
  • Left Click to fire the main weapon
  • Right Click to fire the secondary weapon
  • Mouse Wheel: to Zoom In or out (up to 8.0X)
  • Mouse movement to rotate the juggernaut
  • ESC to pause and open the settings
  • Space to revive when destroyed
  • F, (Follow) you order the Scavenger to follow you / meet you
  • H, (Hold) you order the Scavenger to stop any movement.
  • G : (Go To) first press, you enter the design target mode.
    You'll see a glowing red area on the ground where you look at. This area shows the current destination. Move your camera to find a better spot.
    Press Left Mouse Button to confirm the area. The Scavenger will try to reach the destination
    Recast G to cancel the Go To mode.
  • Hide (no key). If the Scavenger is damaged, the Hide state will automatically be triggered. It will cancel any movement running. The Scavenger will try to find the origin of the danger and hide from it by going behind walls, running away.

A Sprint Key is considered.

Pause Menu

In the pause menu, you are able to change various parameters and some for testing purposes:

["*" means the parameter is for testing purpose and may disappear between versions]

Demo Settings

  • SpawnCount*: The number of Legion Units to spawn (between 1 and 30)
  • SpawnRadius*: The spawn circle area (between 20 and 1000m)
  • AmeiseLoweRatio*: The proportion of Ameise and Lowe in percent. It corresponds to the Ameise percentage (Lowe is 1 - %)
  • AmeiseHealth*: The health of the Ameise units (between 100 and 1000)
  • LoweHealth*: The health of the Lowe units (between 100 and 1500)

Juggernaut

  • MouseSensitivity: The movement sensibility
  • Movement Speed*: The movement speed of the juggernaut
  • Health*: The juggernaut Health, between 100 and 3000
  • Max Grapple Distance: how far the wire can hit
  • Grapple Pull Speed: How fast you're going towards the wire hit point
  • Grappling Cd: How long it takes before firing a new grappling

Sound

  • MusicVolume: The intensity of the musics (in dB) (there is no music currently)
  • SfxVolume: The intensity of the sound effects (in dB)

Before reporting anything

  • Please note that the stats of the juggernaut can change and are temporary. This include: Movement Speed, Damage, Bullet Speed...
  • Sounds and visual effects are temporary (shoot, "juggernaut"/"legion models, explosions)
  • Feel free to report anything to the Issue page or the Discord Community Server or to suggest improvement/idea.

DISCLAIMER

This version is for testing purpose and does not represent the complete game.
This game is community based and developped.
This is a fan game of the 86 : Eigthy Six License.
This project is currently only in English.

Contribution

Patreon / Donations

Thank you for the Patreon and external donators for supporting financially the development of this game and increasing its change to turn good!

  • Cold_
  • Excalibur's Blad
  • amadi
  • terrainCiel5173
  • MobiusReaper

Project Development

Thank you to those who are contributing to the development of this game (ui artists, 3d designers, devs...) and to those who are testing and opening issues and willing to help finding bugs.

What's Changed

Full Changelog: v0.1.2-alpha...v0.2.0-alpha

v0.1.2-alpha: Additional bugs fixed + Improvements

25 Jun 14:17
4435e1c
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Hotfix

Some bugs were remaining / not reproducible and therefore not fixed. This version tried to fix the bugs remaining of the v0.1.1-alpha version. Thank you to those who reported these bugs.

  • Normally fixed the Pause Menu related bug (compass moving, able to fire, etc.)
  • Added Reset Button to parameters
  • Fixed the Resume button
  • Values are now saved between sessions (normally :') )

What's Changed

Full Changelog: v0.1.1-alpha...v0.1.2-alpha

v0.1.1-alpha: Hotfix

24 Jun 10:58
86c7729
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Hotfix

Thank you to all of you that played this second minor version and notified some bugs / unexpected effects.
This new version should cover most of the bugs notified. If you find any other, please report them.

Fixed/Added

  • Self Damage while shooting on wall / upward
  • Rotation speed of the enemies
  • Tripled view distance (enemy will be rendered farther)
  • Healthbar decimal values removed
  • Added numbers next to the slider to inform which value they're at
  • while game is paused, enemy still shoot or weird things happened
  • Added Pause Menu to quit the game / Resume and move Settings in sub Window

Errors may remain / were not found / not reproducible in #18

What's Changed

Full Changelog: v0.1.0-alpha...v0.1.1-alpha

v0.1.0-alpha : Legion AI (fight)

23 Jun 12:27
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Legion AI (Fight)

This third pre-release of this Project aims to give the player the ability to try out the movement of the juggernaut, the HUD and the shooting and fighting enemies and their AI (Lowe and Ameise).
This is the result of two weeks since the project started officially.

In order to have a great experience, please read the following lines:

KeyBindings

  • W A S D (or equivalent in your language) to move the juggernaut
  • Left Click to fire the main weapon
  • Right Click to fire the secondary weapon
  • Mouse Wheel: to Zoom In or out (up to 8.0X)
  • Mouse movement to rotate the juggernaut
  • ESC to pause and open the settings
  • Space to revive when destroyed

A Sprint Key is considered.

Pause Menu

In the pause menu, you are able to change various parameters and some for testing purposes:

["*" means the parameter is for testing purpose and may disappear between versions]

Demo Settings

  • SpawnCount*: The number of Legion Units to spawn (between 1 and 30)
  • SpawnRadius*: The spawn circle area (between 20 and 1000m)
  • AmeiseLoweRatio*: The proportion of Ameise and Lowe in percent. It corresponds to the Ameise percentage (Lowe is 1 - %)
  • AmeiseHealth*: The health of the Ameise units (between 100 and 1000)
  • LoweHealth*: The health of the Lowe units (between 100 and 1500)

Juggernaut

  • MouseSensitivity: The movement sensibility
  • Movement Speed*: The movement speed of the juggernaut
  • Health*: The juggernaut Health, between 100 and 3000

Sound

  • MusicVolume: The intensity of the musics (in dB) (there is no music currently)
  • SfxVolume: The intensity of the sound effects (in dB)

Before reporting anything

  • Please note that the stats of the juggernaut can change and are temporary. This include: Movement Speed, Damage, Bullet Speed...
  • Sounds and visual effects are temporary (shoot, "juggernaut"/"legion models, explosions)
  • Feel free to report anything to the Issue page or the Discord Community Server or to suggest improvement/idea.

DISCLAIMER

This version is for testing purpose and does not represent the complete game.
This game is community based and developped.
This is a fan game of the 86:Eigthy Six License.
This project is currently only in English.

Contribution

Patreon / Donations

Thank you for the Patreon and external donators for supporting financially the development of this game and increasing its change to turn good!

  • Cold_
  • Excalibur's Blad
  • amadi
  • terrainCiel5173
  • MobiusReaper

Project Development

Thank you to those who directly contributed to the project, and of course those who kept giving out great ideas, remarks and being there!

New

  • Legion AI (Spot, Chase and Eliminate)
  • Death UI
  • Temporary Enemy Healthbar
  • Temporary Map
  • LegionSpawner: select range, number and Lowe / Ameise Ratio
  • Ability to modify enemy health or our health
  • Created "Ameise"
  • Created "Lowe"
  • Factions to identify origin (Republic and Legion): currently you can't damage the same faction as yourself (to remove in the future as it goes against Shin using a Lowe to kill Ameise)
  • Blackboard can use dynamic variable (but it loses readibility)

Changes

  • Damage are now using a curve (used by the lifetime of the bullet) instead of a float
  • Moved BT to subfolder
  • Damage of the Main and Secondary Ammo + fire rate
  • Health system

What's Changed

Full Changelog: v0.0.1-alpha...v0.1.0-alpha