FSH #61 — Target Acquired

Go fish!

HarrySaturday @ Second HalfAtom Feed
Friday @ Second Half #61

Happy Friday! Yeah, that's right — we release our newsletters on FRIDAY now. The F stands for FRIDAY.

We value our weekends here at Second Half, and also we now get to call the newsletter the "fish."

We're keeping the numbers though. I'm not changing that count — especially when we've got some very funny 60-somethings to look forward to.

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Last week, things got hot and dangerous.

This week, we're homing in on and hitting our targets.

Florida IX, Sharper Then Ever Before!

With only one week left on our timeline before we're pushed off this iteration of Florida IX and move onto our next map, our trash world is looking great!

There's still a bit of greybox, but generally things are textured and looking the way they need to.

Nice 'N' Tidy were hard at work until the very end.
Nice 'N' Tidy were hard at work until the very end.

Work continues on decorating interior spaces, making our abandoned structures feel lived-in.

The old office lobby's looking the quietest it's been for a while...
The old office lobby's looking the quietest it's been for a while...

Jon's also finished up a shiny new glass elevator. This is the "junior executive" model, offering unparalleled social and spatial mobility.

Going up!
Going up!

We got to ride around in it during our playtest today. The glass panels give you a peek at the building's tuned mass damper, specially engineered to keep the building stable during pesky trash-quakes.

So that's why the building's still standing after all these years!
So that's why the building's still standing after all these years!

Terrific Turrets Target, Tackle Troublesome Trespassers!

We showed them off a couple of weeks ago, but the turrets are now implemented and causing chaos!

That's the beep-beep-beep-POW of safety you're hearing.

Lilith's done a fantastic job on them, alongside reworking a whole portion of our enemy AI for better telegraphing and aiming behaviour.

Turrets can also be tied to activatable doors and elevators, forcing the player into situations where they must clear a room before advancing, or even folding out of the ceiling behind you when you least expect it for a nasty surprise.

Looking Ahead

Soon, it will be Easter! We're all looking forward to a long weekend. We're also excited to crack on with our next map concept on the lava planet of Reason!