LBKR – New update coming up!

Hello again! Been about a year since I last updated Loot Burn Kill Repeat, but after I played it for a bit again I noticed a quite large pile of things that needed fixing and improving upon, therefore I’ve spent the last 3 months doing so!

(As I mentioned in my previous post, changing stuff in the LBKR code has become quite tedious due to the size of the game, and it hasn’t been any easier now after not going through the code for nearly a year… but I’ve made some good progress on this update though so let’s go through some of the things I’m working on!)

– UI –

The user interface has been received new graphics, the previously added scroll wheel that was implemented for a few screens sort of broke the flow when navigating the UI, also some window options were not adapted and lost their purpose.

Furthermore I must admit that the last version of LBKR became quite rushed as I had lost motivation to develop the game ( which I believe I wrote in the last post aswell? ) and needless to say, when rushing things, things usually don’t turn out so good.

As can be seen on the attached screenshots, all UI windows are now linked together, all scroll-views now have a scroll bar attached to it to make it more clear that the user can scroll the view.

ui_stats01

The inventory was changed back to a more classic grid-based style, simply because it was alot easier to fit everything that was necessary into the window, I also wanted to avoid using scroll-views in the inventory as I wanted the user to have a good and easy overview of the entire inventory and equipment window.

ui_inv02

I’ve improved both the HUD message box and the Console window, ui messages now allocate less memory than before, also the behaviour of the message box has been completely rewritten, since it previously would fade in and out quite inconsistently.

The console now print all messages that has appeared since the session began, which could be helpful if the user didn’t manage to read some lines in the message box before they were cleaned up by the message box behaviour.

The console will wipe itself clean when it hits a character-limit and reset itself, although I don’t think this should have much of an impact.

ui_console

Furthermore a new console command has been implemented, /help – this command will print all console commands that could be necessary to the user.

The ‘Item Cache’ object found in the safe zones had a very under-developed behaviour and visuals previously, so the cache has been completely revamped! The user interface is now more in line with other UI elements of the game, also the behaviour has been greatly improved, and all controls for the interface now work more consistent with other inventory-related stuff!

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Bounty Contracts window now change the frame-color of the contract entries depending on if they’re empty, has a contract cached or if the user is browsing available contracts. This was done to help the player separate the screens from one another since I found this window to be slightly confusing when replaying the game after a few months of abscense.

ui_contracts

– Performance –

I’ve optimized Map and AI initilization procedures, amongst other optimizations done, although these two are the ones that has had greatest impact on performance.

With that said, map loading has been improved, along with the map loading screen which will now update during the loading process and provide the user with some feedback with what’s going on in the background.

Time that the game spend calculating physics for physics-based objects are now affected by the “Physics Detail” setting available from the Options menu. This can impact the performance for slower computers though.

– Gameplay –

I’ve changed the default attack button to the Left Mouse button, since it’s a more standard key to use, this also led to some trouble with the UI. Since any time the user would press an UI element the character would attack- it wasn’t a major issue obviously, but since the UI code was not built around this I had to do some major changes to the UI code for this to work. The result feels good though so I’m satisfied with it, and I hope it might attract more players to the game aswell!

Some features of the Main Menu has been scrapped since I’ve come to see that these will remain out-dated as I’m primarily working on other projects at the time and LBKR won’t be updated too often from now on (or well… from a year ago- and on…), these features include links to the LBKR website (Which will be changed a whole lot within a few months, to make room for other projects!) aswell as the ‘News-Feed’.

Camera Auto-zoom adaption setting is no longer toggled on by default, also max zoom distance for the camera has been increased.

Some new achievments has been added, “Spokesman I, Spokesman II, Spokesman III” – all which require the user to interact with AI characters and participate in their conversations, and “Runner-up” which basicly is a speedrun achievment.

Improved item generation for items dropped in Masochist-game mode, they can now be generated with up to 8 additional tiers depending on active Masochist setting.

These are some of the more major changes done for v2.32 of LBKR. Alot more has been improved and changes upon and quite alot of bugs and glitches has been fixed aswell! I will return with more information and a release date for this update at a later time.

LBKR 2.31 Final Release

The DLC that’s in development (Alamo) has been cancelled since I simply feel that I don’t have enough time nor energy to follow it through. LBKR has been quite a large game to maintain on my own for some time and every change I’ve done this far for the DLC has created a chain-reaction of adjustments and other things that need to be done to adapt the previous version of LBKR and make the two compatible. It’s sad though since the new maps and concepts I had of the DLC felt quite cool and fun, but I simply have too much stuff going on in Life at the moment so I’ve got to prioritize.

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With this said though, I’m still releasing the v2.31 update, two new monsters originally intended for the DLC has been added to the update and placed in chapter 4 and 5 of the original story, these are the Commisioner and the Clerk that was mentioned in my previous article.

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The monster “Cultist” has been remodeled, this was done as I intended to give them alot more space in the “Alamo” DLC and reveal their story more properly- I find the new model to fit the game better though so I kept it even though I’ve decided to cancel the DLC!

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Alot of UI updates and improvements has been made, the character-gib/dismemberment system has been improved with better visuals and many of the commonly used particle systems have been updated.

ui bountyKeeper

For a full update log of 2.31 have a look at the LBKR website.

LBKR 2.31 is available for download here!

ui beastIcons

If you encounter any bugs or problems while playing LBKR don’t be afraid to notify me about this and I’ll sort it out as soon as possible!

mdl cultist

Also, don’t forget to follow me on Twitter for future projects!

And finally thank you all for your support and interest throughout the LBKR development! 🙂

gp clerk1

LBKR 2.31 and The Alamo

As I mentioned by the time of the 2.30-release of LBKR work on a DLC has already begun, furthermore there is an update of the main game coming up aswell in order to fix some glitches and improve some visuals of the game.

At this time I don’t have enough spare time to write a full article of everything but I’ll come back with more ASAP!

For now though, the DLC will include 5 new chapters for the story, taking place after the events of the first 10 chapters of LBKR. The player will investigate what happened to the evacuation ship all the survivors of the IGCC tried to reach in chapter 5 of LBKR.

Currently there are to be two new bosses for these 5 chapters, and there are already five new common monsters, more will likely be added as the development progress. Two of the new monsters are the “Alamo Clerk” and “Alamo Commisioner” that can be seen in the pictures below.

a clerk a commisioner01

Furthermore the DLC will include 5 new world locations, new items and equipment and a bunch of new missions and bounty contracts.

As for the upcoming game-update, alot of issues regarding AI navigation has been fixed. These issues appeared in the 2.30f1 release, as the old AI pathfining solution was replaced with an entirely new system.

Visually, for anyone who play the game with the ‘Enable Gore’ setting toggled on, there will be more gory stuff on screen. As monster limbs are torn off those limbs will bounce around in the game world and leaving blood stains all over the place. This also gives a cooler effect for when monsters are killed with a critical hit and their entire bodies explode.

gp gibs

Another new thing is the UI Selection Wheel. To simplify menu navigation I added these selection wheels to be more clear on what the user will see when entering in-game UI panels like the Mission Window, Character Statistics. Also the death screen UI has been remodeled to a selection wheel as it simply looked neater.

ui selectWheel

The Beastiery-section of the player Log panel now reveal the amount of each monster type the player has killed (Let’s just hope there are more statistic-junkies than me out there so that this feature is of any use…)

ui beastiery

The Bounty contract mechanic has been tweaked slightly. First of all the Contracts UI display has been simplified with larger contract icons displaying all required info without selecting the contract.

ui contracts

Furthermore the player must no longer visit the Bounty Keeper in a safe zone in order to collect new contracts, instead if a slot is empty the player can simply click the slot and select a new contract- the amount of contracts available is still limited though and are refreshed every 40th minute.

To purchase boosters, tier modifiers and other bounty-related updates the player must still visit the Bounty Keeper though!

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That’s it for this time, I hope to be able to return with more info around these updates within short!