[b]Hello everyone![/b]
Welcome to the first page of the EvilPunk Developer Diary!
[h2]What will we talk about in the EvilPunk Developer Diary?[/h2]
As we continue to develop the game, we will periodically share with you the improvements, updates and progress of the game that have been made so far and will be coming from now on in order not to leave you in the dark.
[h2]So, what have we done so far?[/h2]
Since the demo version of the game, we've gone through an intensive period. Our design team has been planning many improvements and new features for the game, while our development team has been working on numerous bug fixes and integrating these updates into the game. Meanwhile, our art team has been busy creating new models, animations, and maps.
We are working hard to provide the game to users with as few bugs as possible. We have also established a feedback system through social media to collect feedback from the community and address any issues within the game.
[h2]Improvements we have made to the game so far[/h2]
[h3]Weapons[/h3]
Since the main focus of EvilPunk is the weapon experience, our team started by working on the weapons. While we aimed to bring the weapons into the game as realistically as possible, we didn’t know how challenging this development process would be. Every new development brought new problems, sensations, and experiences.
The biggest problem we experienced was the shaking and the problems of getting stuck when shouldering the weapon. We solved these problems by optimizing the in-game models and improving controller calibrations.
When the first development phase of the revolver was completed, we faced some gameplay issues. We felt that something was missing with the revolver. To identify the cause of this feeling, we reviewed the shortcomings. One of the most noticeable problems was that the ammo count on the user interface didn’t match the number of rounds in the revolver’s chamber. We fixed this by displaying the rounds in the revolver’s mesh.
Another issue with the revolver was the reloading system. While all the other weapons reload manually, we made the revolver reload automatically. The reason for this change was that having the player load the revolver while fighting off zombies would negatively affect the player experience and disrupt the flow of the game. Our improvements weren’t limited to the revolver; we also worked on all the other weapons and updated their visuals.
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[h3]Belt[/h3]
In the first version of our belt system, different belts were used for pistols and rifles. This caused unnecessary time delays in the background. Additionally, the items worn by the player (such as weapons, bombs, magazines, etc.) were not displayed correctly on the belt, negatively affecting the player’s experience. After identifying the flaws with the belt system, we designed a better belt to fix these issues.
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[h3]Polygon[/h3]
In this area, you can experience each weapon, buy them, and upgrade them. You can also talk to Priest Marcus to learn the story of EvilPunk.
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Additionally, you can play the piano that belonged to Salomon’s brother, High Priest John. (Please be careful not to hurt anyone’s ears…)
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When you're ready, talk to Priest Marcus again, select your next adventure location on the map, and begin your journey.
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