Author: Tom Gilchrist

  • 4MB: The resurrection

    4MB: The resurrection

    some say easter is a time for miracles…

    That’s right, we are not dead! You might be forgiven for thinking that the games company that has not posted anything new to their website since April 14 2022 was actually dead. But oh no, we are very much alive. Though in fairness for a large part of that time, we might have been technically dead, but we are certainly not dead now.

    What have we been doing then? Well, I got a very busy and important job back in May 2022 with Ready Player Me (which I still have) and that plus a combination of tricky life circumstances left very little time for 4MB.

    There was also the issue of just rock bottom motivation when it came to my games and complete “writer’s block” on what to do next. Continue working on the existing projects and try and improve them? Start something brand new but quite small? Start something brand new and enormous? Didn’t have a clue.

    Now some time has passed and we are somehow in 2024, the itch to get back into game dev just needs to be scratched. This itch was not helped an in-house game jam we did back in February which had me and a small team crunching away on a little game and boy did I enjoy being back in Unreal Engine.

    And now it is Easter, the time of new beginnings. 4MB is not starting over from scratch or anything, but we are actually going to be making some games again which is fun.

    So what are we doing? Too much is the answer there but unfortunately I am a mad person who absolutely does not know when to leave a project alone and move on to something else. Also, I love making prototypes and then moving on to another thing before really figuring out what to do with it.

    Behold – the list of things we are aiming to do before 2025 at the very latest!

    OMVORM v2.0

    This is definitely the first thing on the list in terms of release but the rest are in a totally random order, anyway, our first update will be to Omvorm. That game was always…fine…but never quite what I wanted. Over this weekend I have been working on a new mode which is absolutely inspired by something else (all shall become clear) and which is way more fun.

    Hopefully not a whole load of work to get it finished, then we can get it out into the wild. I had already completed a variety of bug fixes and improvements to vanilla Omvorm so this should be a decent improvement.

    Expect to see this update in early May on PC and Nintendo Switch.


    BALLZOUT v2.0

    No pics for new Ballzout just yet as she is in a full-on state of disrepair, but the work has very slowly started happening on a minor reboot. It is up and running in Unreal Engine 5 and now just needs the small task of dramatically improving the gameplay and adding a single-player mode. Easy.

    This will be tackled after Omvorm I think, the amount of work is not actually horrendous so I think it should be a relatively quick win (famous last words of course)


    GALACTIC DEFENCE SQUADRON v3.0

    GDS is a game I originally made in about 2-weeks, then did a small amount of additional work like two years later. It is a bit of a mess behind the scenes but I like the bones and I want to improve it. And so I shall! I have all the plans of what I want to do but absolutely no work has happened on this other than getting the project up and running in Unreal Engine 5.3.2

    No idea when we might see updates for this one, but it will be in 2024.


    UNDEAD BLACKOUT v4.0

    Bonus update before I get into the real stuff – Undead Blackout 3.2 is available on Steam now! It features an upgrade of the original game to Unreal Engine 5.2 and fixes a few minor bugs

    Ok now for the real update. Undead Blackout has been floating around forever. It is not the best game. But it is my first game and therefore somehow the best despite being built by a version of me who knew almost nothing about Unreal Engine or Steam or really just life in general.

    And I absolutely cannot abandon it and so Undead Blackout 4.0 is on the way.

    I likely would have started work on this sooner but there was some mad issue where my Unreal Engine would stop working for all other projects whenever I opened Undead Blackout and vice versa, it made jumping between projects (something I clearly love) an absolute nightmare.

    But 2-weeks ago I finally figured this out and fixed the issue. All my games are now running on the same version of Unreal and so the work continues.

    I have a plan for Undead Blackout, I know what needs improving and I know what can stay with a bit of polish. It will be a fairly large task to get it to the level I want it to be, the level I see in my head. But we won’t stop until we get there.


    prototype #1 – b5 (working title)

    Naturally, with all that work I have also spent ages working on some new prototypes, all of which I like and all of which I want to release at some point. The good news is that they are all relatively small projects I think I can finish…soon. We shall see.

    First up, B5! This was inspired by a session I had playing Super Smash TV and so I wanted to recreate that kind of fun for myself.

    The prototype is not too far along but we have a character running around an arena which fills with enemies and we can shoot them. They do not yet shoot back which is no fun. This also has a multiplayer mode working as well, so decent progress but lots more to do.


    prototype #2 – bakudan (working title)

    Remember that game Intelligent Cube? You ran across a small level trying to make blocks disappear before the crush you? Yeah, that game was awesome. So I am also trying to make a version of that! But this time with bombs instead of blocks.

    Drop little bombs of your own to clear the oncoming explosives, each colour representing a different type of bomb such as extra points or an explosion that takes out a nearby bomb as well.

    Fun already, I got the prototype up and running in about two days and now it needs lots more love and attention to get over the finish line


    prototype #3 – escape the clyde (working title)

    I was sat on the toilet reading Retro Gamer when I suddenly decided I wanted to make a modern version of Pac-Man. And so, I did! In a tale you have heard twice already I got the prototype working pretty quickly. We have levels that get progressively harder with more enemies and more “pills” to collect and we also have a weapon (the equivalent of the fruit!) you can use against said enemies.

    Much like Bakudan, it needs a lot more care and attention but the core game is there. Whether I create 256 distinct levels remains to be seen but the answer is almost certainly no.


    Seven things Jeremy, seven? That is ridiculous. Yep. I am with you on that one slightly misquoted Peep Show line. Better get on with it then…

    Written by Tom Gilchrist


  • Undead Blackout Patch Notes v3.1.0

    Undead Blackout Patch Notes v3.1.0

    UPDATES! IMPROVEMENTS! ZOMBIES!

    Undead Blackout lives on! I think I left the last patch notes with a comment along the lines of ‘maybe the last patch ever?’. Ha yeah no. That was clearly never gonna be the case, I will be updating this game until the day I die.

    Update 3.1.0 is a relatively small one to be fair but it is going to be followed by 3.2 (shocker there) which should update the game to Unreal Engine 5 and add in a whole host of fixes and things. Not sure when that one will drop but stay tuned.

    The long-gestating Xbox One version may finally see the light of day after some technical challenges. Still a fair way to go but hoping that will finally emerge later this year. Oh, and I have also got the game running really nicely on Nintendo Switch so that seems like a pretty obvious move as well.

    PATCH NOTES

    Time playing the game seemed broken in the STATS screen. Not quite sure when that happened but the Time Played number got stuck at “0 HOURS 0 MINUTES” which is not ideal I guess

    Increased rotation speed while the player is aiming from 50 to 100

    Increased player walk speed from 100 to 200

    Zombies have gotten faster! Their minimum move speed has gone up to 300 from 275

    Removed references to keyboard controls but only temporarily. At the moment the game is primarily set up to be played with a control pad, as part of the next update I will be bringing back proper PC controls with mouse-based aiming etc.

    New 4MB Logo is now added to the game! Have realised some of the splash images still have the old one on but that will have to wait for the next update

    Shrunk the package size by over 1GB! Was previously 3.6GB on Steam, the game is now 2.5GB. Hopefully, this is just down to me removing a bunch of stuff rather than accidentally deleting four levels.

    Upgraded to Unreal Engine 4.27.2 which is the last major engine release before we hit 5.0.0

  • Omvorm Patch Notes v1.3

    Omvorm Patch Notes v1.3

    MINOR TWEAKS

    Omvorm has been updated to v 1.3.0! Two updates in a year (kind of). Glorious stuff. This patch is mostly under the hood fixes ahead of a larger 2.0 release later on this year. The patch is available now on Nintendo Switch and PC!

    Upgraded to Unreal Engine 4.27 which gives us some lovely improvements under the hood.

    Level Check was happening on the Main Menu Basically the game kept shouting ‘Level Up!’ at you once you quit back to the Main menu

    Repositioned the PowerDown mesh It was clipping through the floor which looks crap. Now it does not clip through the floor!

    Blitz Mode kept on upping the level when you died Similar issue to the Main menu level up problem above, if you die and sit on the Game Over screen the game would shout ‘Level Up’ at set intervals. No longer!

    Blueprint code refactoring Updates in the backend which has focused on tidying up blueprints, removing redundant code, and making things much easier for me to follow when I have not looked at the game in a while.

    New Logo! The new 4MB logo makes its debut on the intro screen. About time too.

    BUY THE GAME!

  • Ballzout Patch Notes v1.2

    Ballzout Patch Notes v1.2

    POLISHING THOSE BALLZ

    BallzOut has had a small patch ahead of the larger patch coming later this year (hopefully)! The patch is available now on Nintendo Switch and PC!

    Upgraded to Unreal Engine 4.27 which makes absolutely everything better.

    Missing Delete Ballz button During practise sessions the ‘Delete Your Ballz’ button was not appearing, now it is

    back!

    Blueprint code refactoring Updates in the backend which has focused on tidying up blueprints, removing redundant code, and making things much easier for me to follow when I have not looked at the game in a while.

    Proper platform detection The game now knows what platform it is being played on without me having to go in and faff around with that myself whenever I am building. Makes life a whole lot easier.

    New Logo! The new 4MB logo now pops up at the start of the game

    BUY THE GAME!

  • Galactic Defence Squadron Patch Notes v2.5

    Galactic Defence Squadron Patch Notes v2.5

    GDS HAS HAD SOME IMPROVEMENTS

    Version 2.5.0 of Galactic Defence Squadron is available now on PC and Nintendo Switch! This update is a fairly small one ahead of a 3.0 version due later on in 2022, mostly it revolves around tidying up existing code so I actually know what is going on but also there is the upgrade from Unreal Engine 4.26 to 4.27! Sure that has done loads of good stuff in the background that I am just not tot

    ally aware of.

    FULL PATCH NOTES

    New Logo. The most important update, the new 4MB Interactive Logo is now present in the game.

    Varied laser noises! Something that I have been meaning to do for ages, vary the pitch of the lasers so it is not the exact same “pew pew pew” when you are shooting.

    Refactored Blueprints This has been the bulk of the work for this update and almost none of it will benefit the player at this stage. As mentioned above, this work is to make it simpler for me to go back into the game and quickly understand how things are working. There was previously a whole mess of Blueprints that I had not set up brilliant in the first place but these are much tidier now. This will make the extensive work of the 3.0 upgrade much, much easier.

    The main targets for improvement were…

    – The enemy spawner
    – Player high score & save game logic
    – Game over conditions
    – The main menu

    Upgraded from 4.26 to 4.27 Lovely Unreal Engine upgrades.

    BUY THE GAME!

  • Galactic Defence Squadron Patch Notes v2.4.0

    Galactic Defence Squadron Patch Notes v2.4.0

    A FEW TWEAKS AND WE ARE HEADING FOR JAPAN!

    Version 2.4.0 of Galactic Defence Squadron is available now on PC and Nintendo Switch! This update comprises of a few bug fixes and the upgrading of Unreal Engine from 4.25 to 4.26. Also, the game will be releasing in Japan for the first time! Possibly around the middle of June, depends on how long it takes to get the page approved. So without further ado, here are the list of updates and fixes!

    FULL PATCH NOTES

    Quitting To Main Menu Music Issue. During a brief couple of seconds before the game kicks off, you can quit back to the Main Menu but then the main game music kicks in! This no longer happens and the game doesn’t start up despite you being on the Main Menu.

    Pause Menu ‘Menu’ Button Broke Not sure how or when or why, but it seemed to crash the game if you clicked the ‘Menu’ button. This has been fixed!

    Missing Tip! A placeholder tip made its way into the game, basically said something like ‘I should not be here! Something broke!’ and this has now actually been removed.

    Misaligned Tutorial Text Some dodgy word wrapping going on here, made it all look funky. No longer!

    Boost Is Always Working You could press the ‘Boost trigger’ during the menu and it would start increasing the Heat bar which could then result in you starting to the game with an overheated bar. Not ideal. This no longer happens as the control does not work unless you are actually in the game.

    Adding Some Backend Stuff To Detect Console/PC I used to switch over UI info (button names etc) manually but now, thanks to a very simple Blueprint Node, the game does this for me. It will detect if it is running on PC or Switch and change the text appropriately.

    Upgraded from 4.25 to 4.26 Lovely Unreal Engine upgrades.

    BUY THE GAME!

  • Undead Blackout Patch Notes – Version 3.0

    Undead Blackout Patch Notes – Version 3.0

    ANOTHER FAIRLY MAJOR UPDATE

    Undead Blackout’s last major update is here! Probably the last major one. I think. Will discuss that in more detail with a separate blog post. Anyway, there are a whole bunch of quality of life improvements to the game as well as a new playstyle, Survival Mode, to give you an added challenge.

    Pretty sure I have forgotten to write about some of the updates in the below notes but never mind, there have been loads of them. More importantly, the game has had a ridiculous amount of playtesting compared to recent releases which has helped me to balance it a little better as well as uncover all manner of broken things.

    PATCH NOTES

    All-New Survival Mode A brand new way to play through the levels! This essentially removes the Checkpoints from the normal mode, so as soon as you die you have to go right back to the start of the level and redo any Blackout Zones that you had previously completed. Much more of a challenge and adds some replayability to the whole thing. Naturally, on Steam this also means a bunch more Achievements for you to collect.

    New Damage Effect Making it much easier to tell when you have been attacked by a zombie, the screen now flashes up a ‘Damage’ graphic just to make it super, super obvious.

    Chambers Station Car Park Revamp It has ramps now! Like an actual multi-story car park. Breaks the space up more effectively and just looks slightly more realistic (when viewed from above obviously)

    General Level Decorations All levels have received additional decoration, just a few extra objects or things to make them look better. I won’t go into each one or exactly which areas have had a revamp because I didn’t write them all down and cannot be bothered to go back through and figure it out. There is just more stuff. Trust me.

    Extra Doorway in Redfield Manor Library It was a little too easy to get fully trapped in this section so an additional doorway has been added to allow you to try and get round any zombies that have bunched up in the hallway

    More Explosive Barrels! They were actually not in every single Blackout Zone so that has been very much addressed. Go blow more things up.

    Sprinting While Aiming No Longer Possible If you sprinted and aimed at the exact same time then you could sometimes end up with your Aimed Weapon mode on while Sprinting and then it would kinda get stuck on. No more! Have sorted that out.

    Aim Mode Turn Speed Reduced This is part of some general tweaking to the difficulty of the game and so now while you are in Aimed Mode (laser targeting and one-shot kills) you rotate the player more slowly. I found it was a little overpowered the ability to just full one-hit kill the zombies. I like to make you work for it.

    Aimed Walk Speed Reduced And alongside the above change I have also reduced the speed at which the player could walk. Again, making it slightly riskier to go into Aimed Mode.

    New Checkpoints Added Before Blackout Zones If you die in a Blackout Zone the checkpoint was usually either at the start of the level or just outside the previous Blackout Zone, have now changed this so the most recent Checkpoint is right outside the Blackout Zone that you died in. Lets you get right back into the action.

    Weapon Spawn Locations Tweaked There are now only two in each area and I have hidden them a bit more. Makes it slightly more challenging but also forces the player to explore each Blackout Zone a little more, there was a fair bit of dead space that could just be fully ignored if you focus just on refuelling and powering up the doors.

    Weapon Spawn Icons Makeover Just a slight jazzing up of the shape as well as changing the colours so the ammo and health are distinct from each other.

    Removed Score Boosts Didn’t love these actually, they were dotted around the level but actually didn’t add much to the gameplay and so have been removed.

    Ending Levels Somtime’s Gave Double Score Not even entirely sure how this happened? But I re-did the whole score calculation process and this seems to have stopped happening now.

    Occasionally Couldn’t Finish Redfield Manor Due to the Trigger Volume not quite registering the player for some reason, you were sometimes unable to complete the third level. This has now been fixed!

    Could Get Behind The Police Station This should not have been possible and could result in the player falling into the void of nothingness underneath the level. Has now been blocked off properly

    Pavement Too High Outside Downtown Restaurant You could not walk onto it! Super annoying. Has been lowered.

    You Were Unable To Shoot Through Open Blackout Doors on Valentine Forest Level This was due to trigger volumes being too high and the bullets reading them as having hit something, therefore they would disappear! Obviously not the case when the door is supposed to be open.

    Reload Icon Now Disappears On Weapon Change It just stayed there before, even if you swapped to a gun that had loads of ammo in it. Now the icon will disappear but reappear should you then swap back to your low on ammo weapon.

    More Zombie Models There was only one poor zombie before, now there are four variations which are randomly selected when a zombie spawns into the world

    Zombies Damaged You Too Quickly Occasionally you could get from max health to dead far too quickly and all from just one zombie. This has been tweaked so the damage is in time with the zombie ‘attack’ animations.

    Zombie Spawners Repositioned In almost every level and Blackout Zone these have been tweaked to allow for a more even spread of zombies and their routes to attack the player

    Added Extra Spawner To Blackout Zones Five possible places the zombies can attack you from now within each Blackout Zone!

    Zombies Spawning Outside The Prison In an area totally inaccessible to the player. Not very useful.

    Zombie On A Wall In Redfield Manor a zombie would occasionally spawn up on a wall and not be able to get down nor could you shoot it.

    Zombie On A Subway Train Very similar issue. Sometimes a few zombies would make their way onto the roof of the subway train within the Burton Line Subway level.

    Blackout Door’s Have a Mesh Above The Main Door Just to make it look slightly less like you could probably jump over the door and not worry about having to power it up and stuff.

    Helpful Yellow Cables Link All Blackout Doors & Power Consoles Makes it much easier to navigate from the consoles to the doors, they are not always right next to each other. Now you can just follow the yellow cable and you can find the exit.

    Blackout Lights Mesh Improvement They now have a proper base to them! I mean, it is not a huge difference but it is better.

    No More Skipping Music Tracks A few of the audio tracks stuttered as they started playing again and caused a notable hitch, this has now been removed and the music flows much more smoothly. Can barely tell it is the same thing on repeat mostly.

    Generator, Blackout Door And Petrol Pump Now Makes Noise This was an oversight from previous versions, the generator actually makes some proper generator sounding noise now. The petrol pump is pumping petrol (shockingly) while the door makes some whirring ‘door opening’ noise. Makes it much easier to realise when these have stopped happening because the door is open or you ran out of fuel.

    Zombies Groan That’s is pretty much it. They make weird noises. It is me. I am making the weird noises. I am so sorry.

    Upgraded to Unreal Engine 4.26 which gives us some lovely improvements under the hood.


    BUY THE GAME!

  • Undead Blackout: Reanimated Edition Patch Notes v2.3

    Undead Blackout: Reanimated Edition Patch Notes v2.3

    The last patch before the next patch.

    Undead Blackout: Reanimated Edition is currently going through some huge changes in preparation for release on Xbox One. Less on the gameplay side and much more on the polish and optimisation side. This has been sorely lacking for a while now so it is about flippin’ time.

    The original plan was just to launch with version 3.0 on PC and Xbox at the same time, but while going through some early optimisations I realised the game runs TERRIBLY on less powerful machines and so felt the need to push out some optimisation gains early for the PC crowd. Frankly, these should have been done ages ago so very much my bad.

    This will then be the last patch Undead Blackout: Reanimated Edition receives before the launch of 3.0. Currently, that is planned for very early Autumn.

    FULL PATCH NOTES

    Adding Culling Volumes to the levels which is weird as they definitely used to be there. Somewhere in the many updates, they disappeared which is a bit of a disaster. A Culling Volume basically removes objects from the game when we don’t need them as the player is far away. The game can save on memory and performance by not rendering a bunch of floor tiles on the opposite side of the map to the player. 

    Removed Dynamic Shadowing from some foliage because it was causing some enormous hitches on the Xbox. Most notably on the trees, running near to them with your torch on causes the Frame Rate to absolutely die for a period. Changing the settings here has allowed them to be Culled without the Shadow disappearing from the world, which was a temporary issue I had to deal with. Overall, big performance improvement there. 

    Reduced the number of meshes in each level to save memory. And boy did we save some memory. On all levels, the number of Actors (things in the level) has been reduced by AT LEAST 50%. In some cases, it is well over 75%. This has been done through a combination of merging meshes where appropriate and creating new, larger meshes that are more fit for purpose. The result is less memory usage and far less strain on mid/low-level PCs.

    Sewer Level is more claustrophobic now as a result of me making the tunnels a lot tighter. This gives a much better feel to this level and was something I realised while reducing the number of meshes in the level. This is much less to do with performance and much more to do with aesthetics.

  • Omvorm Patch Notes v1.2

    Omvorm Patch Notes v1.2

    Ok so these updates are actually pretty decent

    While testing Omvorm a few weeks back something struck me about it while I was whizzing the shapes toward me as fast as I could. There was no actual incentive to do this quickly. You could take it all quite leisurely and still end up with roughly the same score. You see the game would increase the level, and therefore speed, every 10 successful shapes you matched. So why bother going quickly? Well yes, exactly. But all that has now changed thanks to the Omvorm 1.2 patch. Gameplay has been upgraded, modes have been simplified and all in all, it is a much, much better experience for the player. The patch is available now on Nintendo Switch and PC!

    A brand new style of gameplay which dramatically increases the fun and challenge of the game. The previous mode would increase speed/level every 10 successful Vorm walls completed, as discussed in the opening paragraph that you read about 30 seconds ago. Now the level/speed increases at a set increment of 20 seconds. Take your time and you have less chance to make the most of the slower speed Vorm’s coming toward you. Race through that 20 seconds and you could have a much, much easier job of getting a high score. It fully encourages you to move as quickly as possible now in order to get the biggest score.

    The second part of this is that managing the speed of the game becomes crucial, going for the Speed Decrease powerups becomes incredibly important in order to bring the walls down to a more manageable pace and allow you to relax a little as you increase your point tally.

    And of course, all of these changes affect the 2-player mode as now whoever can move the quickest, will absolutely get more points and win, provided they are accurate! It makes for a much more frantic and challenging competitive mode, one that I think is far more enjoyable than the previous version.

    Removed multiple Blitz modes as to be honest, they were just unnecessary. There is just the one Blitz mode now and it simply starts with the game running at full pelt. It is actually a great way to practice dealing with the higher speeds you should achieve eventually in Marathon mode. Instead of going for a score in a set time, it is simply trying to survive as long as you possibly can while starting at a crazy fast pace.

    New ‘How To Play’ section which appears at the start of each play of the game, whether in Marathon or Blitz modes. The previous How To Play information was in the Main Menu area and I don’t think it was very useful there. Moving it to the Game Start screen puts it front and centre for players new and old.  The information has been updated to spell out exactly what you need to do as well as detailing the controls and perhaps most importantly, what each power-up does. Speaking of which…

    New Power-Up Shapes have been created! They look so fancy. Not only have they had a visual makeover but the way in which they spawn has been updated. Previously they would all look the same and you would only find out what the powerup was once you collected it. Now you can see what is coming down the track and decide if you want the Point boost or not.

    Upgraded to Unreal Engine 4.25 which gives us some lovely improvements under the hood.

    In the last patch notes, I mentioned that I hoped it would not be a full year before improving the game again and thankfully that has not been the case. I still have a few more things I want to add to the game and will be looking to do this over the rest of the summer.

    BUY THE GAME!

  • Undead Blackout v2.2 – Patch Notes

    Undead Blackout v2.2 – Patch Notes

    Two for the price of one!

    It has been so long since I last wrote patch notes for Undead Blackout that I have accidentally released two patches and precisely no notes. And so here is the super-massive-combined patch notes for versions 2.1 and 2.2. They are a combination of absolutely boring things and some genuinely good updates for the game. Patch notes for 2.1 can be found at the bottom, but 2.2 is where the good stuff is. The core mechanic of the Blackout Zones has been redesigned and is loads more fun. Lots more quality of life improvements as well as some good old-fashioned bug fixing.

    The plan now is to move onto some serious polish and fleshing out of existing features or modes as I really accelerate the Xbox version plans. It is currently running really well on the console and so the next major update for Steam will coincide with the release on console, hopefully sometime toward the end of the summer.

    Full patch details below!

    Blackout Zones have been redesigned and the outcome of this is the game increases both the fun and action by approximately 87%. This is according to some in depth data analysis I did. Honestly. Basically, the whole ‘Power up the door by holding down a button’ has been replaced with a somewhat similar but vastly superior mechanic. You now have to refuel a generator, switch it on which in turn switches on a bunch of lights, then turn on the door which will slowly open. Now once the fuel runs out, the lights switch of ( A BLACKOUT IF YOU WILL!) and you have to refuel again. The switching on of these things attracts the zombie horde, otherwise you get a steady stream of them coming into the area.

    This ramping up of excitement/zombies works really well. You have to balance the risk and reward of how quickly you try and power everything up. Go crazy fast and you might be overwhelmed. Go slow and you score will be decreased by the end of the level as you took so long. Plus you still might randomly die anyway.

    Redesigned Levels with the intention of funnelling you to the action much quicker. I have removed pretty much all of the more open spaces in between Blackout Zones as I found the player could end up getting lost or at least confused about which way to go. Funnelling them directly to the Blackout Zones, which is really where all the fun happens, makes so much more sense.

    You can walk slowly while aiming now as I think the Blackout Zone tweaks meant the player vs zombie dynamic needed a little balancing. Being stuck still while aiming lead to you dying way too much.

    Animated the opening titles to make the game seem fancy.

    Added a Subway Car to the Subway cos I mean…that makes sense right? You need an actual Subway car in a Subway level right?

    Tweaked audio for zombie footsteps as the ‘Dirt’ audio had no Sound Attenuation and so didn’t sound right. It was far too loud.

    Player start on Station level was in the wrong place and if this has been there for a while then it basically meant if you died on the third Blackout Zone and then restarted, you would be stuck in some level geometry. Good stuff.

    Improved functionality of the tutorial text in that it will just disappear on its own after a while. Previously you had to get to a certain spot in the first level to switch each promt off. Now it just times out and disappears.

    A random UE4 man was in the Police Station and I cannot remember if I added him while testing this patch or if (as I suspect) he has just been hanging out there the entire time, minding his own business and providing me with something to measure height against. But he is now gone.

    Raised the roof in the Prison but not in a fun, party way. In the very literal sense the roof mesh was far too low and clipped into the camera.

    Upgraded to Unreal Engine 4.25.1 mostly so I am all updated and ready to go with the Xbox version of the game which will be the next major patch just FYI!

    All new logo! Yes, it is the big update everyone has been waiting for. The 4MB Interactive logo has been updated to the new 4MB Interactive logo, replacing the old 4MB Interactive logo.

    Fixed bug where you could run while using Aimed Shot. Yeah, you should not have been able to do that. By mashing Fire and Aim at the same time you could trick the game and sprint around with the super-powerful aimed shot. Cheating. Pure cheating. Anyway, this is gone now.

    Updated to Unreal Engine 4.23 which was good but in 2.2 we have updated to 4.25.1 so basically this is pointless.