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Post Saavan Update: Version 1.2.0

Updated: Aug 17

Saavan is the season of monsoon in India, that is accompanied by a lot of rain throughout the country. A very happy monsoon to all my Indian friends. Post this amazing season, I decided to release a major update for the game. A lot of things have changed. The entire look and feel of the game has received a gargantuan makeover while preserving the basic mechanics and play-style. Listed below are the prominent changes to the game. Check out the new screenshots on the steam page.



General

  • Shader updated.

  • General theme shading of the game has been changed from orange-yellow to blue-cyan. Game icon hue has been adjusted accordingly.

  • Post-Processing re-adjusted. Colored atmospheric ambience has been removed entirely.

  • Tutorial updated. Text-to-Speech functionality removed from all levels.

  • In-game achievement icons updated.

  • Steam store page updated. New trailer and screenshots added.

  • All game elements (models, particle effects, etc.) have been updated, excluding cargo boxes and loot boxes. The basic map arrangement, overall objectives, item pick-ups, turret positions and number of enemy guards for all levels remain the same.


Audio

  • Ambient music for all levels including main menu updated.

  • New explosion sounds added.

  • Footstep sound corresponds to walking on metal as opposed to walking on grass.

  • Added new sound effects associated with various actions in the game.


UI/UX

  • Main Menu updated. Settings panel is permanently visible. Option to enable/disable post-processing has been added to the settings panel.

  • UI elements like boxes, buttons, text, fonts, etc have been updated.

  • Minimap support removed entirely from the game.

  • Perspective camera field of view increased from 50 to 60.

  • Minor script adjustments made related to GUI.


Game Elements

  • Character models re-worked (main player and guards). Animations remain the same.

  • Spark form updated. Spark form is no longer a ball of lightning, rather a transparent glowing specter of the original character.

  • Rooms have been updated with new models and textures.

  • 4 types of turrets and associated bullets added. Type of turret has no impact on game-play.

  • Laser machine comes with a radar. A rotating radar indicates that the associated laser is on and vice-versa.


Game Mechanics

  • Movement speed of main player increased from 3.85 to 4.

  • You gain +30% bonus movement speed when in Spark form. The bonus is lost when you are reborn.

  • Enemy guards navigation agent radius reduced from 0.5 to 0.2.

  • Chase distance threshold of all enemy guards increased from 6 to 7, i.e. they will cease their pursuit if the distance between you and the guard is 7 units or more. (For reference, a room is 10 units X 10 units)

  • Re-adjusted detection boxes of enemy guards.

  • Time gained from picking up a Time Capsule increased from 23 seconds to 30 seconds.

  • Minimum fire rate of all turrets has been increased from 1 second to 2 seconds.

  • Turrets have limiters for bullets instead of time constraint. Bullets get de-spawned whenever they collide with the associated limiter or any other collider.

  • Speed of bullet varies randomly between 300 and 350 instead of a 300 flat value. Speed is calculated before bullet leaves the turret.

  • Spark Replicas can stop bullets.

  • All Nemesis Campaign levels have +60 seconds added to the starting timer and start with +1 bomb.

  • All Spark Campaign and Mercenarium levels start with +1 bombs and +1 replica.

  • Time required to achieve stars increased by 30 seconds for all Spark Campaign levels.


Particles

  • New explosion effects added.

  • New effects corresponding to item pick-ups added.

  • Relevant objects colliding laser produces sparks.

  • New particle effect for circular laser defense system.



Thank you very much for your support guys. Meet you again. Till then good luck and have fun.


Best Regards,

Nishant Borthakur


Download the game on Steam


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