Keep this to the technical and bug related.
Sep 6, 2017
First off, welcome! This is a very closed, invite-only pre-Alpha so you likely know one of the contributors to Killing, My Friend and we thank you for helping out. Killing, My Friend represents nearly 3 years of part time development of a very small team with the last year basically being a team of two working part time on it. And unlike the mods we've worked on in the past, every element pretty much had to be coded from scratch. (Which is why you can't climb ladders yet since we haven't coded that in yet.) We're in the process of polishing up what we have currently before moving on to add more features as laid out in our design doc. Which is where you come in. Specifically we're looking to test multiplayer elements as they have had the least exposure to testing by our small team. We'd also love feedback on game balance, weapon feel, etc. And we're certainly open to suggestions as well (although we'd really have weigh them against the full vision for the game so no promises.) A couple of quick tips on playing: -Make sure you select your weapon load-out and character model before you start a game. Eventually it'll allow random selection but as of now it doesn't like it if you don't select first. -Rehearsal jumps you right into a game solo. -Principle Photography loads you into the lobby where you can invite others to a game or find an existing one. It's also where the tutorial exists as of now so by all means start a game there and learn the ways of Killing, My Friend. -To bandage another player who's wounded press B when close to them. That's not in the tutorial... We plan on doing regular updates to the Steam build and we'll announce that here when we do. Known issues: -Some of the art is placeholder. For instance the player models will change drastically before release. Some of the props and animation are placeholder as well. Definitely note the stuff that bugs you but likely it's already on "THE LIST" -AI is rudimentary. It will continue to get more complex and "smart" until the day of release. This version is passable. -Cagoland map is the only fully optimized map. NYC and Take-Out will have occasional framerate issues. -You can get stuck if you reload, jump kick or switch weapons while the standing up animation plays after a dive and you are prone. Don't do it! It's already fixed in the next build. -The Bosses (Speical-Ops soldiers) will likely ignore you. This is also better in the next build. -Throwing knives can't be reloaded currently. You'll run out eventually! There's more but those are the most glaringly obvious we know about. And for a hint of what your experience should look like here's a video from this current build: