All posts by Dave

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!

2018359233948

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

Loot Burn Kill Repeat 2.30 Release

Very thorough game-testing and bug searching has occured while waiting for my connection to get sorted out though, which in hindsight was very necessary considering this is the first version of Loot Burn Kill Repeat released after the Early-Access builds and it can be downloaded for free from this page.

One of the most important fixes was done as a result of the crazy heat the last summer offered ( atleast to us here in the northern parts of Sweden. ) I just recently installed new fans in my PC, but before that it was obviously under-dimensioned and as mentioned, due to the heat my computer overheated and crashed multiple times- when the computer crashed while playing LBKR alot of data corruption occured and some of my character profiles were no longer playable nor recoverable. LBKR haven’t saved any backup-data previously but as a result of these crashed I’ve now also written some code to handle necessary data-backups stored on the players machine. The LBKR website’s troubleshooting page will be updated with instructions on how to recover corrupted data aswell.

Some relatively large memory leaks have been fixed, concerning everything from AI, Player abilities and item code.

Multiple UI improvements, both updated graphics and optimizations.

One of the most recent features for the game is the new “Masochist” game-mode. When you’ve completed the main story line in a difficulty you will be able to activate the Masochist modifiers for that difficulty. The masochist modifiers simply make the encountered monsters more powerful and better loot will be dropped.

For a full update log, have a look here.

As I mentioned in a preivous post I’ve spent some time working on smaller side-projects aswell, none of them have grown to be something that have caught my interest enough to stick with and create a full projects from however, I’ve learned some interesting things from working on them.

One of these things are a new AI pathfinding system which while I type this I’ve already implemented into the game, although it will not be included in the v2.30 release as I’ve not tested it enough. It looks promising this far though, the AI don’t end up stuck as they do from time to time in the pathfinding system used in v2.30 and earlier. Also the AI are able to mount obstacles, jump down from ledges and jump over gaps in the environment, features that weren’t compatible with the old pathfinding system.

This system will be included in the next release though, the next release will prepare the game for better game client update management aswell as some DLC’s. (Work on the first DLC has already begun to be honest, it will feature five new chapters, some new void rifts, items, monsters and missions.)

Anyways, I hope you’ll enjoy Loot Burn Kill Repeat v2.30 and I’ll come back in a while with more info regarding the development first DLC.

Loot Burn Kill Repeat 2.30 Dev. Log 1

Hello again, time fly by and all of a sudden it’s been nearly two months since my previous post. Due to that I guess it’s high time for a new update regarding the development of Loot Burn Kill Repeat.

2018173155015

Next version will be 2.30, it will also be the first version of the game released in a more or less “final” state- meaning I’m leaving the “Early-Access” phase, I’m feeling quite pleased with the game, both regarding the story, game world and gameplay so the timing feels right! More updates will of course be released after 2.30 aswell with new content and/or bug-fixes and improvements- that I’m sure of, but as said- it feels good to actually push a proper game release and no longer labelling it as a “work in progress”.

So back on track, this far I’ve added two new void rifts, “Prospectus II” and “Scout Point”. Apart from new environments, both maps contain missions and challenges.
4 new unique monsters have been implemented, all with a chance to drop some unique equipment when killed by the player.

enforcer2

The old monster “Enforcer” has been given a new 3d model along with animations, minor changes have been made to the monster’s attacks

9 new items have been added this far

  • – Scout’s Delight (Unique armor piece)
    – Gardener’s Trauma (Unique weapon)
    – Foster’s Rifle (Unique weapon)
    – Skimpy (Unique weapon)
    – Survivalist’s Gauntlet (Unique armor piece)
    – Lazarus (Unique weapon)
    – Labour’s Sledge (Crafted weapon)
    – SAR Helmet (Unique armor piece)
    – The Retractor (Crafted armor piece)
    – Shock Top (Crafted armor piece)

Along with the new items some new item modifiers have come available to unlock aswell, starting with the unique/exquisite-rated modifiers:

 

– Focal

By pressing the ‘U’-key on the keyboard the player can toggle an extended field of view while the gear is equiped. Ie. the camera will zoom out alot more than what’s usually allowed.

– Recycling

Monsters killed by the player have a chance to drop plasma-balls that will replenish the player’s plasma fuel vital.

– God of Fire

Monsters that are struck by the player’s attacks may ignite and turn into living flamethrowers that damage nearby monsters

– Trauma

When a monster officer is killed the player’s damage and ability efficiency skills are buffed

– Final Blow

When the player’s health is below 25% of it’s max value all abilities will cause 100% extra damage

And finally a common-rated modifier called “Executioner”, it gives a chance to restore a portion of the player’s health whenever he/she execute a monster

 

 

Moving on- 8 new data logs/lore have been added, 2 new randomized world events for chapter 10, 4 new missions and 3 new achievments to be unlocked, so stay tuned for the next release!

Derailing from the subject! I’ve begun work on a new side project, my primary focus right now is to get LBKR 2.30 done and most work is put on the LBKR project however, after v2.30 I’ll take a break from it. I’ve worked on it for so many years now that my motivation is starting to run on fumes, and as I mentioned in the beginning of this post, it’s a quite finished product… or atleast feels like it to me!

I’m certain that I’ll keep adding stuff to LBKR though so don’t worry about that, but I’m just shifting focus. If the prototype of my side project is fun enough I’ll put some more effort in it and develop it as a full game. More info and progress on this project will be posted on Twitter so make sure to follow me! 🙂