Valentin the Mad shows off the current blood spilling mechanics set to his own music:

Read more about the latest version here: Crisis Response change log

Alternate download link: cr-setup-0.0.9.7919.exe

Sandbox 7

It's been a while again since the last article. I didn't write about the previous update but I'll skip that and focus on the new one. If you've been following you'll know what's happened, and if you play the game it contains all the previous stuff too so there's nothing to miss. Here's the new sandbox:

Try this alternate download link if the one above doesn't work.

 

Performance improvements

The new update focuses on performance improvements. It's been going through some rounds of testing already and in terms of performance it looks like a good improvement over the last release. Many have voiced problems with performance in the previous versions and I think it will be a bit better now.

What did I change to improve performance then? I have rebuilt many parts of the resource management so that I have better control over how many objects of certain kinds can exist at the same time. On top of that I've redesigned some parts of the menus and user interface, to make the performance settings more understandable. I think that will help as well.

New settings sliders

New sliders for performance settings.

Performance benchmark

Entirely new is the benchmark feature. The benchmark is a small level that puts three characters through a hail of bullets several times over, with steadily increasing settings. The frame rates are recorded and in the end the game suggests settings that should result in good performance.

Speedy performance benchmark

The new performance benchmark running sped-up.

 

Blood streams

There is a new in-game feature too. I've made it so that blood leaving wounds under high pressure form streams. The streams turn into particles as they fly.

Blood streams in slow motion

The new blood streams in slow motion, breaking up into particles.

 

When the streams hit the floor they bounce off and break down into particles. It creates a kind of splashing effect.

Blood stream hitting the floor

Blood stream hitting the floor and breaking into particles.

Simple dismemberment

I've also implemented a very simple dismemberment that is triggered by the fragmentation grenades. It's very basic so I expect to improve it more later.

 

Thank you testers

I want to thank everyone who helped me test the release. Throughout the testing I changed things with the blood several times as you may have noticed. There are many parameters that make up how the blood looks and functions, and the final result is a compromise between a number of different things. I still don't feel I've found the perfect blend of those factors so I will keep tweaking. You can expect it to change again in the future.

Thanks for reading. Try the new sandbox and please share it around!

New demo

Hi! I've just uploaded the updated game version. I've been working on changing the wound visuals the past couple of weeks. This update improves the wound visuals in a number of ways. The download is here:

Marksman Demo

Alternate link: cr-setup-0.0.7.008.exe

 

New entry and exit visuals

The entry and exit wound visuals are more dynamic now. Before each ammunition type had a specific decal for entry and exit respectively that was simply pasted in place. Now they are rendered. That means that I can control them in much more detail. How a wound will look is now determined by the projectiles energy (velocity and mass) and its size. For the exit wounds it in addition depends on how much cavity was created in the body part which was hit by the bullet.

New entry and exit wounds

The new entry and exit wounds.

 

Since the wound visuals now depend on the real-time properties of the bullet, it also means that a bullet that has lost energy (by passing through a door or another body for instance) creates a smaller wound on impact than it would otherwise.

Just as a note, all of this is just regarding the visuals. All of these calculations were already being made for the physiology before, so there are no changes to the physiological responses when I talk about the wounds being different.

Dynamic decals on body parts

The other big addition is the new decals on body parts. They are:

  • Blood streaks
  • Blood soaking
  • Powder burns

Blood streaks and soaking appear at wounds. The streaks paint blood trails on the limb out from the wound and pulled down by gravity. The soaking appears around wounds on body parts that have clothing on them and is essentially a round area of blood that expands over time.

New dynamic decals

The new dynamic decals.

 

The powder burns appear on body parts when a weapon is fired really close to them or if there is an explosion close by. This is caused by the burning powder expelled from weapons and explosions and makes a dark stain on the affected body part.

Some new weapon components

I've also added a couple new weapon components. They are a couple of optics and a new fore grip.

New weapon components

New weapon components.

 

Censoring visual effect

There is a new (and optional) visual effect that simulates the kind of image or video censoring that you can sometimes see in news media images and video. It pixelates portions of the rendered game to cover head injuries and blood pools. My idea in adding it is not actually to censor the game, but rather to add another bit of emphasis to the gore. It hints that there must be something bad behind it. I'm not sure this trick works for everyone, and probably no-one would like to have it on all the time. It is turned off by default.

The new censoring visual effect

The new and optional censoring visual effect.

 

Other fixes

Aside from that above there are a number of other improvements and fixes that I am glad to have made but I wont list them here.

Random Madness

I was also featured again on the YouTube channel Random Madness. Thanks to Valentin for that, please watch the video and check out his channel. If you like my game you will probably like his gore reviews. (Note that this video is before the updates of this post though.)

That's it for this time. Please enjoy the new demo!

Follow me on: Twitter, Youtube, Facebook

Sandbox 7, 0.0.9.7919, Dec 26 2017

Additions

  • Experimental test level with clinically white walls and surfaces (activate from the building screen)
  • Sawn-off shotgun (for occupants)
  • New console commands for spawning weapons and occupants

Changes

  • Add delay before mission end is shown so that you can see the last seconds of action
  • Add skill based delays to AI weapon reloads

Sandbox 7, 0.0.9.5624, Nov 16 2017

Additions

  • Performance overhaul
  • Performance benchmark
  • Blood streams
  • Simple dismemberment
  • Improved coughing

Changes

  • Add back camera motion blur effect

Fixes

  • Fix issue with audio not playing during mission intro
  • Fix respiration being too fast and heavy
  • Fix so that occupants are aware of traps and don't trigger them

Sandbox Demo 6, 0.0.8.1903, Sept 10 2017

Additions

  • Add generated levels
  • Add 'hide exterior walls' cheat for marksman
  • Make Model 29 .44 Mag available to operators
  • Add 'Random weapon' and 'Random ammunition' options for equipment
  • Add fragmentation grenade
  • Add grenade baking (hold fire key to start fuse, release to throw)
  • Add explosive door traps: immediate and delayed
  • Add Multi tool item that speeds up disarming of traps
  • Add key to drop weapons
  • Add ability to pick up and use any weapon
  • Add decorticate and decerberate responses to brain trauma (was previously generic cramps)
  • Add chance that characters cramp down on their trigger finger on brain trauma
  • Excessive concussion now becomes brain trauma
  • Hitting head on the floor now gives concussion and potentially trauma
  • Add bleeding from eyes, nose and ears as response to severe concussion
  • Add .38 Special ammunition (FMJ, JHP, SP)
  • Add letterboxing to resolutions that are lower than 16:9 aspect ratio to provide proper viewing distance

Changes

  • Change censor effect area from box to circle
  • Polish on some interaction animations and execution
  • Physiological effects of shockwaves are applied as the shockwave hits (instead of instantaneously)
  • Remove penalty for attacking unarmed occupants (penalty for attacking compliant occupants already covers this)
  • Make impact effect exit smoke look a bit more consistent (would spawn a bit away from the hit object before)
  • Improve calculation of concussion from explosions based on room size and containment
  • Changed back to dedicated full screen mode (potential fix for screen resolution and recording issues)

Fixes

  • Fix issue with switching weapons while reloading
  • Fix ammunition rendering error in equipment UI
  • Fix issue where characters' upper bodies would lean forward to different extents depending on frame rate
  • Fix issue where marksman mission would not start when marksman was disabled in the sandbox settings
  • Fix placement of marksman bolt-action visualization so it's not outside the screen on non-16:9 displays

 

Marksman Demo 0.0.8.005, Jun 4 2017

Additions

  • Add occupant morale and surrender
  • Add occupant 'final blow' behavior
  • Add occupant ambush and rush behaviors
  • Add operator cleanup behavior
  • Add animation for weapon bolt manipulations
  • Add new weapons: Kriss Vector .45ACP, FN P90 5.7x28mm, FN Five-SeveN 5.7x28mm and Remington Model 870 12 gauge
  • Add new ammunition: Less lethal 12 Ga slug, less lethal 12 Ga shot and subsonic 5.56x45mm
  • Add new components: Micro red dot sight and miniature reflex sight
  • Add mechanic that improves visuals of multiple simultaneous hits in same area (shotgun blasts)
  • Add ambient light setting

Also numerous minor changes and fixes.

Marksman Demo 0.0.7.008, Mar 31 2017

Additions

  • New wound rendering: new entry/exit wound visuals, dynamic decals on body parts
  • New gibs for substantial head hits
  • New weapon components: Angled fore grip, scope optic, VCOG optic, miniature reflex optic.
  • Add censoring visual effect (optional to enable!)

Changes

  • Tweak some entry/exit wound sizes
  • Change fullscreen mode to a more recording friendly one
  • Make floating bodies drift around better
  • Improve some particle effects
  • Adjust some ammunition

Fixes

  • Prevent oscillation on player turn around
  • Fix issue where weapons could fire without player input (occurred when switching weapons)
  • Fix issue that prevented muscle cramps from occurring

Marksman Demo 0.0.7.007, Mar 04 2017

Fixes

  • Fix deserialization issue for weapons
  • Fix issue with new version availability reporting

 

Marksman Demo 0.0.7.006, Mar 03 2017

Fixes

  • Fix missing description and incorrect name for Saiga 12

 

Marksman Demo 0.0.7.005, Mar 03 2017

Additions

  • Make the physiology visualization available through extras
  • Add draft version of Saiga 12 (full auto shotgun)
  • Add new hurt/pain audio samples
  • Introduce backwards compatible settings (keep settings when upgrading to newer versions from now on)

Changes

  • Tweak some entry/exit wound sizes
  • Tweak weapon accuracy penalties for movement and firing
  • Rename AK-47 to AKM

Fixes

  • Fix issue with throwing grenades through doors from a distance
  • Fix issue with passing control from player when turned ragdoll
  • Fix issue with audio playing on collision between casings and characters

Marksman Demo 0.0.7.006 (Mar 03 2017)

Download: cr-setup-0.0.7.006.exe

Additions

  • Make the physiology visualization available through extras
  • Add draft version of Saiga 12 (full auto shotgun)
  • Add new hurt/pain audio samples
  • Introduce backwards compatible settings (keep settings when upgrading to newer versions from now on)

Changes

  • Tweak some entry/exit wound sizes
  • Tweak weapon accuracy penalties for movement and firing
  • Rename AK-47 to AKM

Fixes

  • Fix issue with throwing grenades through doors from a distance
  • Fix issue with passing control from player when turned ragdoll
  • Fix issue with audio playing on collision between casings and characters

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