Sven Co- op: Pleasing Taste, Some Monsterism. As we inch closer to launching Sven Co- op on Steam, I'd like to provide an update on our progress with the game. Since this upcoming release is important for us to get right, we've been taking extra time over the past few months to really get our ducks in a row. Even so, our team members have run into delays from real- life. However, now that summer is over, things are picking up again. The team has been working full- force on getting major milestones accomplished for the launch. I'm going to discuss a few upcoming major features in v.
These aren't all of our upcoming features, but they will be fairly important to v. Microsoft Publisher Letterhead Templates Free read more. Please bear in mind that we will be continuously updating the game after v. Upcoming Major Features in v. The Angelscript Scripting Language. Sven Co- op v. 5. Angelscript scripting language.
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Okay, so, now you're wondering what this will allow for.. Map Scripting. Angelscript will allow mappers to change almost every aspect of the game. It's possible to create game entities, implement new styles of gameplay, trigger events, process and control NPCs, and much more. Each map will have the potential to be a .
Server Plugins. In v. A set of official plugins will be provided, but you can write your own using Angelscript.
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If you've ever used Admin. Mod or AMX Mod X, the transition should be pretty easy to follow.
While it will be experimental at launch, we will eventually be recommending Server Administrators switch over to this new toolset as we stabilize on functionality and features. Sven Co- op's server administration toolset will have more integration points with the game, which should allow for the creation of more interesting and useful plugins. We've made a lot of progress getting Angelscript up and running with all thanks to our new programmer Sam .
Sam joins the programming team after being an active beta tester for many years. His current primary role is technical lead for Angelscript. I personally look forward to seeing what the community can do with these new found powers.
The AI and the Half- Life engine have been updated to account for scaling of hitboxes, eye positions, collision hull sizes, effect locations, and more. If you scale an NPC up, they'll be able to see over obstacles, move faster, and jump down from greater heights (because they're giants).
If you scale an NPC down, they'll be able to get into smaller areas, find cover from shorter objects, and move slower (because they're tiny). Basically, scaling an NPC up or down has inherent advantages and disadvantages which will make for some interesting gameplay. We look forward to seeing what the community makes with it! Streamlined Difficulty Settings & Modifiable Entity Attributes.
We've heard things loud and clear from the community. We're in the process of addressing difficulty levels with NPCs and Players. We've cut out the fat from the skill system and added a few new features in the process.
Half- Life's numerous skill values for each NPC made balancing a difficult task. To address this, we've removed the .
For older levels that relied on these custom skill values, they will continue to work through a backwards compatibility design that relies on the map's specified skill level. Since each NPC or Weapon can have their own unique damage values, this allows for all sorts of gameplay possibilities. A few quick examples could be: Attack waves / tower defense (difficulty increases each wave)Boss monsters. Class based weapons - Players of a certain class might spawn with the same weapon as their team mate, but have a higher degree of accuracy and/or damage. Tech trees - Individual players can research upgrades that increase or decrease damage and health.
Current Changelog. Without further ado, here is our preliminary v. We'll post a more up- to- date version of the changelog as we get closer to launch. We have a few more things in store.
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