Weekend Wave #1


Hey All!

Continuing work on Wakehunter, and hoping to keep up a weekly update schedule and devlog.

This week we've got some QOL changes, bug fixes, and difficulty adjustments.

Major Changes

The enemies can now "hear", so walking close to them will alert them. They can also hear bullets, so if any whiz past them, they will go investigate. To go with this change, the patrols on Corvette have been halves, for a smoother introduction.

The objective consoles and map descriptions have been upgraded to their more final version. It was a bunch of backend work, but they are all now tied together, and it will make future work with them much faster. You can now click on objectives in the map screen to highlight them on the map, and activate a compass pointing to them.

Minor Changes

The interaction diamond above usable consoles will now change color when in range, to make it easier to see when you can interact. There is also a reminder text now, to press the interact key to use it.

A tooltip will now appear after 15s for opening the map with [Tab]. This will go away when you open the map, or not trigger if the map has been opened before those 15s.

Added a UI element to the map to better link with extraction areas with their icons, visible once extraction is available.

What's next

Next week, aiming to have the tutorial done, along with adding grenades to the game.


Thanks to everyone's support so far. If you'd like to get involved in the community, come join our discord: https://discord.gg/TnGm72hCAs

See you round the 'Verse

- D

Files

Wakehunter Build 3.zip 143 MB
Apr 23, 2022

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