360° Controls Are Blasting In! (And More!)


Slowly but surely, Brooke Vs. World Doom is becoming smoother, growing in content, and exploding harder every update! This update packs a punch, here’s some of the most exciting changes and additions:

  • Brand-spanking-new control scheme! As requested by players, Brooke Vs. World Doom now has fully functioning 360 degree aiming. Inputs are changed accordingly for the new scheme for both controllers and, for the first time ever, keyboard with mouse support. Brooke is given a reticle to help players aim at objects. While using a controller, the reticle will automatically resize the length to show it’s overlapping with enemies or is colliding with a wall, further helping players aim. Swapping between these two control methods is still instant, no menu hopping required.
  • Brooke’s jittery follow camera is now fixed. Previously, if Brooke moves and jumps onto dynamically moving surfaces (i.e. the sweeping platforms inside the Hydro Rapids Dam), she would appear to jitter around because the camera would have to manually follow Brooke every frame. Now, because of some huge under-the-hood overhauls, all following cameras are locked to Brooke, eliminating this issue.
  • Further improvements for the Electronic Factory’s level design. Switching platforms are now controlled by buttons Brooke can hit physically or with weapons.
  • The Party Rifle now creates a party explosion that can cause splash damage when it kills an enemy. It’s strength and size is determined by how much health the defeated enemy started with, so more powerful enemies create larger party explosions.
  • Added an out-of-bounds reset. While playing through prototype levels, there’s a small chance Brooke can fall out of bounds on accident, so a new system was implemented that detects if Brooke falls too far down and resets her back to the last checkpoint.

So, what’s next?

I’ll be doing my best to push out more content this summer! Here’s what I’m planning on doing next for Brooke Vs. World Doom:

  • Add more playable prototype levels and improvements for current levels too
  • Convert all menus to be fully compatible with keyboard+mouse controls
  • Add animations for Brooke that she doesn’t currently have and needs (i.e. running backwards with a rifle weapon, etc.)
  • Fix particle systems that spawn less effects than they should be. For example, there’s less clouds in the sky in the player’s version of the game versus how many clouds appear in the Unreal Engine 4 editor version of the game.
  • Reduce project size (i.e. get rid of old unused textures, etc) to make downloading the game faster and take up less space on player’s systems.

See you all next update!

~ SlyBalto

Files

BrookeDemo6_1.zip 581 MB
Jun 01, 2020

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