Couch Invaders v0.710 Beta Update

Two Updates for Couch Invaders?

It’s really coming together, but there’s still lots to do

I apologize for missing the blog post for the first 0.606 beta update, but I went right back to work to get this next update out. I really wanted to include the two together, but sometimes smaller bites are better, right? The next update is outlined below, you can find the newest version on SideQuestVR.

What’s New in the 0.606 Update?

This update brings life to Becky Sue! Maybe it’s because the house doesn’t look like a shipping container anymore, but she’s finally acknowledging Carl and the attacking zombies. She can’t quite defend herself yet, but she can finally tell who’s alive and who isn’t.

It’s a miracle, Becky Sue can finally move!

I’ve fixed a few bugs and improved the tiling on the textures. This update was mostly cosmetic, improving the house and adding 10 animations for Becky Sue. She should be throwing punches soon, the animation part is done; I just need to write the fighting code. I resized her a bit as well, I think she originally imported at a little over 6 1/2 feet tall. Great for getting frisbees off the roof, but otherwise seemed a bit tall for the house.

It may not have actual windows or doors, but it’s still an upgrade!

There’s also a help screen now! Well, the beginning to a help screen at any rate. I realized people might need to know what the heck is going on, so there you go. It’s a single screen so far, but I’m going to break it into sections: controls, how to play, and something that shows and explains each in-game item.

Help screen v1.0, now with words!

What’s New in the .710 Update?

There are few things as frustrating as not knowing you’re about to die. With that kind of information, you might do things differently. Like maybe NOT charge into the group of zombies in the yard. There are now 2 gauges attached to the hands. A red gauge on the left hand for health, and a green one on the right to show remaining SlowMo power.

A tad clunky, but functional

Speaking of which, the SloMo power can now be toggled off and on instead of holding the button down. You’ll be able to choose which control type you want in the soon-to-exist options screen.

What’s coming?

I’d like to get Becky Sue swinging at the zombies! I also need to get the Options screen working, and there’s a magnet I’m building to pick up lots of scrap at one time. I want to overhaul the damage system as well so that I can attach different sounds to objects. This way I can specify a sound for when an object is damaged, and another for when it is destroyed. We’re getting closer to the full release, which means I’m looking at pre-production for Encephalon Games’ second game. More info on that later!

Thanks for following along! If you haven’t yet, please try my game and let me know what you think either here or on SideQuestVR.