Project Stray - Classic Doom and Quake meets Dark Souls

Project Stray - New build and patch notes 7/17/2017 (Big Update!) — Steemit If you want to download and play as well as see images.

New build and patch notes 7/17/2017 (Big Update!)

Project Stray: Trello Board

There are a host of new changes and updates to the game. This includes a new Trello board that I have began for Project Stray. The Trello board still needs quite a bit of love but by the end of the week we should have a pretty solid idea of where the game is right now and where its going next.

Project Stray: Patch Notes (7/17/2017)
Reworked the first battle area significantly from what it was before. This was to help the first fight feel less cramped.

Implemented Automap system (New Functionality Added)

Title-screen music improperly set to not loop (Fixed)
Intro battle is too reliant one weapon type (Pistol) (Fixed)
Mouse wheel up / Down borked (Fixed)
Slightly increase light machine gun rate of fire (Is now 0.15 shots per second / Was 0.2 shots per second)
Enemies wont attack player from long distances. (Fixed)
Enemies should stop shooting when player is dead. (Fixed) Note: Zombies will still eat your body
Rockets and grenades were not causing barrels to explode. (Fixed)
Using a home point to replenish ammo can destroy a players corpse forcing them to lose their stuff. (Fixed)
Rework healing to be one item. Reworked entire recovery system. (Large rebalance change implemented)
Removed Armor and Ammo kits and key bindings from the game. (No longer needed)
Auto Regeneration now only effects armor. (Nerf to health regeneration)
Health and armor on the HUD need to have proper icons. (Fixed)
Item weight pass, making sure everything weighs the correct value now. (Large rebalance change implemented)
Remove auto regeneration of Ammo from the game. (Large rebalance change implemented)
Added a generic ammo pickup to help the player replenish ammo for long sequences. (New Functionality Added)
Travel spawn should not replenish ammo unless the player dies. Moving between levels should not replenish ammo.
Generic ammo pickup needs a proper voxel mesh (Added)

All Weapon have been reworked!

Pistols - (Higher res meshes created)
Pistols - (View Models Hooked up with SFX and GFX)

Shotguns - (Higher res meshes created)
Shotguns - (View Models Hooked up with SFX and GFX)

Rifles - (Higher res meshes created)
Rifles - (View Models Hooked up with SFX and GFX)

Heavy Weapons - (Higher res meshes created)
Heavy Weapons - (View Models Hooked up with SFX and GFX)

Advanced Weapons - (Higher res meshes created)
Advanced Weapons - (View Models Hooked up with SFX and GFX)

Grenade Launchers - (Higher res meshes created)
Grenade Launchers - (View Models Hooked up with SFX and GFX)

More to come next week!

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