v0.6: We hope to improve


A copy of the simulation has been provided to some to test the performance of the application.

Please note that the existing concerns of audio and performance are still at play in the web build. Prioritize the downloadable file.

To report new features:

-The hub has been revamped to be better designed for a newcomer. It also has a more detailed tutorial, which includes information about individual firearms and basic mechanics. In addition, information screens have the capability to be different colors.

-Weaponized Glass Analogs have many improved features. Primarily, they will be able to see their targets more clearly by being able to differentiate between ground geometry and anything else. They also have additional lights which signify if they are active or not.

-Weaponized Glass Analogs now only deal damage when swinging their machete, as opposed to being always active. This means that shattered Glass Analogs can no longer hurt you.

-A new firearm is at play. The Dardie is a 4 round capacity hybrid double-action revolver. Load 4 rounds, pull the hammer back, and fire. The hammer must be pulled back after every shot.

-Lamps now stop screaming into the void about overwhelming invisible shadows. Expect minimal performance improvements.

-An entire new class of enemy has been added. Meat Analogs, also known as Sosipuppets or "meat men," are now at play. They are suspended by strings, and can fly over obstacles to reach you. Deactivate them by destroying three of their strings, either by dismembering them or completely destroying their torso.

-Sosipuppets bring a new damage type. Staying in their danger zone (any area around their arms or head) will build up your insanity until your death. Sosipuppets broadcast their position via their constantly playing song (Timlin Teller), which will change pitch based on their level of dismemberment. Destroying their legs or head will slow their movement speed, allowing for more breathing room.

-Weaponized Glass Analogs will attack the player as well as nearby Sosipuppets, depending on which is closer.

-Sosipuppets will spawn in the Training Grounds. At first, the rooms will lock down if any Sosipuppets are present, giving a warning to the player to keep an eye out. This "puppet lock" is lifted once all Sosipuppets are deactivated. Later on, a growing amount of Sosipuppets will be able to spawn uninhibited. As a failsafe, all "puppet lock" doors will open after twenty seconds of inactivity, and Sosipuppets will be considered deactivated if significantly far away enough.

To chronicle the journey:

There will be more.
That's what we were told.
We were told many things.
But not all of them were true.

(We also found out how raycast layermasks work, and how to avoid oversights with raycast length parameters. Inheritance is now being applied, and things are overall improving at a greater pace than expected.)

[Version Control]

Get Willow Zone: Training Grounds

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