Update 1.2 - The Horde Update


Update 1.2 is here!

I've been working on this game for the last month, and alongside some fixes and minor changes, I've added new content. Here are the changes:


New Horde Mode!

This is probably the most important part of the update, for it changes the way you can play this game by a lot! Now, whenever you choose to start a new game, instead of only choosing the difficulty level you may also choose a game mode. There's the classic game mode (basically the normal game), and the new horde game mode.

Horde game mode is a type of standard arena shooter, where you're placed in a small enclosed map, and your objective is to eliminate a specific amount of mutants without dying. Unlike the classic mode, you're not: exploring maps, collecting food, avoiding dangers, and leaping from map to map. Instead you are: collecting random weapons and upgrades, collecting money and purchasing equipment from vending machines, killing mutants of all types, and surviving through an infinite amount of waves. 

Before each wave, you have a one minute of intermission time, where you can either explore the map you're on (if you haven't played on it yet) and buy stuff from vending machines. On 5 seconds before the intermission phase ends, a cowbell will ring signifying a beginning of a new wave (though you can ring it before that to skip the intermission phase). During the wave, mutants will start spawning from random spawn points placed on a map, and you'll need to kill them with weapons you either bought or got from emergency boxes. After all of the mutants have been killed, wave ends, and another intermission phase begins.

Each new wave will be harder than the last. There will be more mutants to kill, more mutants that can be on map at once, higher possibility that a special type of mutant will spawn, and mutants overall will be more durable and faster!

Currently, there are 6 maps that can be played with horde mode:


This mode is deviating a bit from the main premise of this game, but it's a fun (at least I think so) alternative to the main mode. It can also be used as a way to practice using weapons, and to see what certain types of mutants can do, since there are a lot of both guns and mutants!


New and improved mutants!

One of the most common type of NPCs, and the main attraction of the new horde mode, has been given some improvement. Those changes are minor, but do give some depth to mutants, and make them more fun to play against. 

  • Regular mutants now have random clothing. They can be either wearing shirts, suits, t-shirts, or can be shirtless. Aside from random types of clothing, they also come in different and random colors
  • Added sub-types for regular mutants, these are: police officers, doctors, builders, and cooks. These types are indicated by specific hats and uniforms, and don't really differ anyhow from regular mutants. The only difference between them and regular mutants, is the type and probability of loot they drop
  •  Acid mutants now explode when killed, spiting few acid shots in the proces
  • Soldier mutants now throw grenades instead of firing panzerfausts
  • Fire mutants, instead of dealing damage to the nearby NPCs, now set them on fire


A few changes to the gameplay

During play testing, I've decided to make some changes regarding the gameplay. They're also minor, but it is worth to mention them nonetheless:

  • When sprinting, stamina now drain twice slower
  • Highscores have been removed, and replaced with records. It is due to the fact, that aside from highest achieved score, the highest amount of survived rounds is also counted and displayed
  • Improved models of Double Barrel Shotgun, M14, Colt, revolver, and minigun
  • Attacks now have push force; if someone gets hit, they'll be pushed back. The amount of said force depends on a weapon or attack type
  • Exit tunnels now spawn more to the centre of the walls, from 4-7 and D-G
  • NPCs that use guns are now affected by recoil and gun spread
  • Lifebuoys may now spawn randomly on the sea
  • Changed some names/descriptions/characteristics of few items
  • Added 2 new healing items: Med Kit and Splint
  • Added 8 new unique weapons: Plunger, Flamethrower, Frag Grenade, Grenade Launcher, Crossbow, Musket, Taser, and Shovel
  • Replaced M16 with G3 rifle. Stats are pretty much the same, it's just an audiovisual change
  • Added an option to change the color of holosights, lasers, and iron sights contrast enhancements on some of the weapons


Audiovisual changes

To make the game experience better, I've decided to upgrade some of the audiovisual side of the game. The upgrades in question are:

  • Improved gun particles when firing, and added bullet cases that are ejected when firing certain firearms
  • Added shaking of a held item when looking around
  • An ear piercing sound effect will play when near an explosion
  • Added environmental effects that will appear on screen, such as dirt/blood/acid/water
  • Updated post-processing effects
  • Both chainsaws and miniguns have new sound effects that will play when not in use
  • Minigun's barrel will now rotate when in use
  • NPCs carrying pistols, sub-machine guns, or other small firearms, will have their own unique sets of animations
  • Added two special death animations for NPCs, for when they die in water, or when they are burning
  • Players now can get blown into giblets much like NPCs if they get blown up or electrocuted
  • Wooden and metal objects now have their unique footstep sound effects


Other changes
  • Optimized the game by a bit. It should now run smoother, but unfortunately the game may not run on some of the browsers
  • Fixed a bug, which allowed NPCs to glitch through solid objects when moving
  • Fixed a bug that prevented maps from loading. Well, ok, I haven't managed to fix that I think. Due to the nature of that bug, I don't really know what's exactly causing it. However, I have implemented a safety mechanism, which resets a map, should it not load, so that bug shouldn't make anyone's life harder for now.
  • Fixed few other bugs and some typos


That's it for this update. As to my previous statements from my devlogs regarding the future of this game however, I think I made a choice. Since I'm not really in a mood to create this game from scratch, I think I'm just gonna work with what I have. Perhaps, I am going to create the new and improved version of this game, as a form of sequel, but those are plans for the far future. 

I am though probably going to create a downloadable desktop version of this game, because I've noticed, that being a browser game really hurts the performance.

But for now, that's about it. This is the new update 1.2, enjoy!

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