The day has come. [b]Codename TCT demo is up and ready for NextFest[/b]. It will be up [b]for a limited time[/b], so grab it while you can.
The demo contains a small portion of the game: the intro tutorial as well as a collection of action levels. For those who played the game at PAX West, it should be rather familiar, with the benefit of being the current build adjusted, fixed and tweaked based on feedback received at the gameshow.
Also happy to to say Codename TCT works really well with the Lossless Scaling app, for those who use it. It's worth noting that whe using frame generation, V-sync must be off, and for switching to windowed mode is recommended prior to using upscaling.
[img]{STEAM_CLAN_IMAGE}/45172256/2faf38a2d82582f0792806f0d07f5df4e97faefd.png[/img]
[h3][b]Some handy notes:[/b][/h3]
-Despite sharing the same lore and kicking off where the main endgame drops off, Codename TCT is not a sequel to Neckbreak, but more of a power trip spinoff with roguelite and parkour elements.
-You can alter the games visual settings under gameplay:
-for a more Bodycam/Hardcore Henry feel and look, turn on all graphical settings under "gameplay"
-for a cleaner, more classic look, recommend turning the following OFF: Chromatic Aberration, Depth of Field, Motion Blur, Lens Distortion.
Or you can just experiment with all the options to find a style that suits you best.
----
[img]{STEAM_CLAN_IMAGE}/45172256/4e24c9a2656064444b8e12902dc880e23abbba47.png[/img]
Both inputs (keyboard mouse and gamepad) have their own tradeoffs. Gamepad is more intuitive and immersive, keyboard/mouse aiming is much easier but has only binary player movement speed
You can heal up with food (ie on the tables in the Tengu restaurant) or purchasing from Ramen vending machines for 10 Euro Dollars.
You can purchase loadout weapons from the tv in the apartment
Demo contains only the intro sequence and a set of action preview levels accessible from the vr headset in the apartment after finishing the intro sequence.
Full game will have a large interconnected world with fighting factions (check tv for possible stats), evolving relations, progressing timeline, non linear progression, human resources management (once your crew is out of homies it’s game over, as in the worst endgame), bounties, looting, odd jobs, multiple districts and endings.
Looting and multiple other features, mechanics and variables from the full game have been disabled in the demo.
—-
[img]{STEAM_CLAN_IMAGE}/45172256/decdca55b5dff4dd61738e0ac2e8436c4cc8618a.png[/img]
[b]Known issues:[/b]
-the game features mantling, however this can sometimes lead to issues due to not entering/exiting the state correctly. If the player suddenly loses weapons it is most likely the "mantle bug" and to solve this, simply get airborne/jump. The jump ought to re-enable the weapons.
-on rare occasions the player can get stuck in geometry. Crouching/jumping ought to resolve this
-Pistol can sometimes have a overlong forced cooldown (especially when coming out of slomo: simple fix related with time scaling and should be fixed soon)
-Tengu restaurant level: on rare occassions music might sometimes bug out during slomo transitions(it will be extremely sped up). Only way to fix this one is to restart level. Known cause: fix should be available soon.
-Fist will sometimes have punch disabled on scene start/thrown. Known cause and should be fixed soon
If you had any of the above, I'd greatly appreciate letting me know where/when this occurred
-audio mixer preset toggle is currently wonky. The audio mixer presets themselves work fine, but the selection/toggle is currently bugged. You will have to select and juggle between the left/right arrows to select the following mixer preset.
-missing splash screen loading graphic. In order not to delay the demo any further, releasing demo now for NextFest, but should get a flash fix uploaded within a day.
----
Dropping also a brief summary of recent updated"
0.8.72
-added “pop” sound for dismember
-updated AR ADS recoil and reload ignore timescale
-AR mag logic updated
-Female Assassin Root Bone fix
-Kitchen Area added to Tengu
-fall damage tweaks
0.8.70
-disabled timescale for aim down sites
-updated kick hit registry to raycast and spherecast. Should be much more precise now but still with the benefit of having a small offset for enemies
-updated fist distance attack and adapted for new melee logic
-updated destruction table home
-fix akimbo initial muzzle flash/weapon switch
-updated nrf heavy footstep sound
-slightly louder bgm in nuke exterior intro and tengu
0.8.68
-shotgun reload states ignore timescale
-fixed pistol akimbo offset vertical aim
-added depth of field post disable areas for intercatibles (when DOF on)
-added intro home welcome hints message
-added tier highlight for shotgun drops (basic: yellow, spas: orange, heavy: red)
-fixed spas shotgun missing mesh on initialise
-fixed input for keyboard for blocks arcade minigame
0.8.67
-updated nuke scene music outro details
-updated assassin endlev tengu aggro pattern (still WIP)
-updated spas shotgun zoom in speed and improved ADS
-multiple smaller rubble details added to office intro exterior
-added gamepad highlight icons during intro office for attachment and slomo
0.8.64
- fixed collision bug in station
- updated nuke scene events outro
- updated sprinklers
- updated first kick window destroy details
- improved destruction glass walls start office
- tengu improved aggro for final assassin set