Happy Wednesday, everyone! It's time for your weekly Work-In-Progress Wednesday update.
This week's update brings a lot of polishing and some quality-of-life changes to the table. As always, the full changelog will be featured down below. For now, let's get started on featuring the biggest and most obvious change for Project Polygun: the lighting.
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While I don't want to say we overhauled the lighting, anything short of that would be stretching the truth - the maps look incredibly different with the new lighting changes. For now, we've only made changes to the lighting in Polygun Island and Bombtown, to an incredibly drastic effect. Featured in the image above is a shot of the absolutely gorgeous sunset effect seen in Bombtown - the entire map is covered in a beautiful orange hue, with a burning sun seen just over the mountaintops in the distance.
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The lighting on Polygun Island, however, will require you to make use of the sounds your enemies make while moving, plus any flashes of light caused by explosions or gunfire. This results in a much more difficult terrain to navigate, and we hope it'll bring an exciting challenge. In the future, we might see further updates to the map, adding various small light sources at key locations and choke points.
~CHANGELOG~
~Fixed recoil for most weapons
~Updated sounds for all weapons
~Added vehicles to Bombtown
~Updated ammo crate model
~Added ammo crate to Bombtown
~Updated vehicle engine volume and health
~Updated gas pumps to explode, and increased gas pump damage radius
~Nerfed Assault class ability
~Buffed Scout class ability
~Updated medic bot color scheme
~Updated intro logo
~Added music
~Made Polygun Island immensely dark
~Updated lighting on Bombtown
~Added blocking volumes on all maps to prevent players from leaving the play area