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Z: The End

Devblog 34

Improved HUD, texture improvements, DirectX 11 support, Broadsword, and more!

Texture Improvements/Changes:

The first aid kit has been changed to red with white lettering, Z Juice now looks like an energy drink, bricks have been completely remade, and the build-able stone floor and roof have been de-saturated to look more likes stone


Improved HUD:

The HUD has been remodeled a bit and is now much smaller, thus taking up less precious screen space. The reserve ammo number will now always display 3 digits to avoid spacing and alignment issues.


DirectX 11:

As of a recent update, Clickteam Fusion now supports DirectX 11. This performs significantly better than the DirectX9 mode so unless your PC somehow doesn’t support DirectX 11 I would recommend using it. The only caveat at the moment is the anti-aliasing looks a bit different on some text and the water shader isn’t currently compatible so the water will be static.



Broadsword:

A sword has been added to the game, just for more options when it comes to melee. But unlike the hammer and axe, it is unable to harvest resources.


Optimizations:

With the new support for Dx11 comes optimizations. Overall the Dx11 runtime performs around 60% better than Dx9. The latest engine update also included some extra optimizations but it was only about a 3% improvement from what I noticed.



Zombies:

Minor improvements to the zombie ai and slightly increased their memory so they will try to follow you a bit longer.


Underground Lab:

The entrance area of the underground lab has received a bit of a facelift. There is now some pipes near the wall and a checkpoint area with metal detectors.

*Picture taken with the darkness disabled




Fixes & Changes:
– Internal Cleanup
– Minor saving changes
– Fixed config generation
– Fixed large doors
– Added pickup sound for all items

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