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Hello, this is a post about Version 45 of Lethal Company. Spoilers for that. All throughout this post you'll notice cases where I had an initial idea of how I would do something, then quickly changed to the second option.

So the Nutcracker was the first thing I planned for Version 45. I had planned to make the nutcracker during the week before the game came out but was basically bedridden for three days, so I was only able to make the bees that weekend before release. Then I was worried the baboon hawks would never be created if I ever lose steam somehow (since the baboon hawks were a monumental task but one of the most important ideas for me), so I decided to make them next. Now, though, I could finally make the nutcracker.

So, I instantly modelled the nutcracker and its shotgun--a huge win for discipline. Then I procrastinated animating it, then procrastinated coding it--all the meanwhile, making other things for the game such as the radar booster flash command, spray paint, and the signal translator. 

The radar booster was going to have a "zap" command and would act like a tesla coil. Then I realized how this might act when players used the radar booster offensively; if a player was holding the radar booster when the command was sent, would it zap the player only since they were the closest, or would it zap both the player and enemy? That didn't sound very fun if zapping just slows you down. The other idea was the "flash" command, and I decided on that because it would be more fun for players to get flash-banged, since that's something you can technically play around if you want to hold the radar booster like some magic staff to ward off creatures, like some drunk or blind wizard.

The spray paint is something I'm kind of proud of technically (though it has some glitches right now.) The alternatives were glow sticks or signs, but those obviously aren't as fun. The signal translator has a history; it was almost released in Version 40 as a button which looked exactly like the ship teleporter buttons. When pressed, it would display an "ALERT!" text on every player's screen with an alarm audio which could be spammed. This was completely finished, but I decided the button was really boring and replaced it with the pull cord and horn, which is now a different item. This update I repurposed the signal translator to what it is now. As an aside, I realized the items in this game kind of fall into three categories: communication items, productivity items, and defensive items. This update kind of doubled up on communication items, and I don't have any more ideas for them, so the next update will probably focus on the other types.

Back to the nutcracker. I decided to code the nutcracker's shotgun as a player item first, then it turned out easier to make the nutcracker simply hold the exact same shotgun item and call its exact functions. Coding the nutcracker was fairly easy as I expected, although I didn't realize its animations would be a little complex. It had to hold a gun, and it had to turn around to look in 360 degrees (which I wanted it to do without ever moving its legs.) The nutcracker still has some things that can be changed or lessened about it, such as its weakness, but I was honestly not able to test it very organically with friends, since the mansion kept generating very unlucky maps. Luckily I upgraded the test room at the start of development for Version 45, and that has helped a lot.

At this point I would have released the update. But I was a little too late to get good testing and bug fixes done before the weekend, so I gave myself another week, which I'm glad I did. The first thing I did was add in four new scrap items suggested by my friends: chemistry flasks, the drama "comedy and tragedy" masks (not actually inspired by the SCP), a trashy "DIY" flash grenade, and a whoopie cushion. While making the mask, I first thought you should be able to wear it as a gag. Then I got the idea it could possess you. While modelling it and making the player animation for wearing it, I debated whether it should kill or even possess you and what it should do. 

Then came the shortest time ever between a creature being conceptualized and completely finished in Lethal Company's history. (Although I had been prepared to eventually make a mimic for the ice planets which would be found outside only, since at least a month before the game released. Mimics were not off the table.)

If for some reason you want proof, I was honestly referring to the masks here in the discord patreon channel.

Part of why I was able to make the mimic so fast was because it uses most of the player animations as well as the player model; the majority of time spent was on the item and just spawning the enemy. One hard choice was whether the possessed players should drop the mask off their face to become totally disguised; for a while, the mask would slowly fade in as the masked crewmate got closer to you, but that was mistaken for a glitch and just didn't work for dramatic effect. It turns out the mask doesn't compromise the mimic idea too much. It's small enough that it doesn't change the enemy's silhouette from that of a normal player, and sometimes you just can't see the mask if the enemy is turned around or their face isn't lit.

I'm very proud of this update, especially after the extra week took it from "enough" to "more than enough" in my eyes. I'm going to have to take a break, so I don't know how long it will be before Version 50.

Files

Comments

Juicyslew

Awesome work on the update! I’m glad that you felt comfortable to take the extra time you needed to flesh out the new features :)

Confixil

Take your time! I've been having a lot of fun with everything you've added! I look forward to seeing what else you come up with though.

Jalen Cene

Take the holidays if you need it! This update was fantastic, can't wait to see what you cook up next time.

Sushi

That’s SO cool how quickly you were able to make the mask enemy; The AI feels very advanced and polished because of the way it switches between ominously looking at/following the player, and chasing them down. Amazing work 💛

zmanspam

The update was amazing 👏 I'm really excited what you have planned for the other categories you mentioned!

UnfunnyBagelMan

Great update, I just hope in some form down the line, an enemy is able to record things said by players who are close enough, then repeat those lines to trick players, as this is what a lot of people thought would be cool for the mimic enemy, and I don't want to see it never get realized.

Chdata

You really blew it out of the park, all the new stuff is very awesome. The nutcracker is really cool, masked is really cool. So good! The extra time you put in was so worth it. I'm real impressed with the nutcracker's animations and its gameplay design being strong, but also having various weaknesses. The ability to try and pull the weapon off of it while it's still alive is also hilarious. We also have more artstyle references for those toy creatures having veins and body parts now... Wow people love mimic concepts lmao Thank you for keeping modders in mind too, we appreciate it!

Medi

Take a break man, you deserve it. I’d think of other pleasantries but I’ll be terse for once in my life. Take a break, we want you to stay healthy and we’d hate to see you put yourself out too much for the sake of the game. Cheers.

Jibawub

I love the masked mimics, their AI is super good and crazy funny when they spread. Could you give them a low chance to spawn on all moons? I'd love the rare chance to see them them on Experiment or March.

CaliberPlex

Can you go more in-depth on the advanced enemy ais like Brackens, Baboon Hawks, and of course Mimics? You say all you had to do was apply the player model and animations to the Mimic and that was it, but their ai is so insanely convincing. The first video I saw of it I genuinely thought the person who was killed by the Mimic was still alive and just trying to mess with their friends. I personally would love to know how these enemies think.

CaliberPlex

Yeah he can take all the time he needs! Besides maybe the Thumpers being a tad OP, the game is in a rather stable and fun state.

Xander_&_Yalnif

what if there was an item teleporter? you get the teleporter with an amount of IFF tags, you slap the tags on any item, be it equipment or scrap, and when you hit the button, any items with tags attached teleport back to the ship. It would have to be rather expensive, a lategame upgrade or lucky earlygame upgrade, like... around 500 cost or so I'd imagine. You could use the item teleporter to safeguard equipment from loss, or to speed into a facility and try to steal everything in sight. It would be well balanced, I think, because you could only carry 4 IFF tags at once, and its only a minor step above just hauling everything back to the ship the old fashioned way, albeit, with a significant advantage when teleporting two handed items... I might put this in the submissions channel in the discord perhaps...

Maxwell_Edison

I've been having trouble with the worms. Sometimes, it feels like I am given virtually no indication for one until the final roar and eating. I feel like you're supposed to "Hear" them coming.. but I never do. It'd feel a lot more fair if I could hear them coming consistently, but usually it is too late.

Maxwell_Edison

That's a very interesting suggestion, but I think even with a limitation it could be a bit busted, since things like Cash Registers are solely designed around being expensive and heavy. I guess it depends on the price of the tags, right? If you make tags single-use and cost 20-25, you could make it an interesting 'last resort' or 'fast + expensive rollout', though I think making them usable indefinitely or freely could be a mistake.

Xander_&_Yalnif

I think they'd still be balanced, because if you spend the time to go back to the ship and get 4 more Tele tags, you could have just used that time to haul things back. Plus, you'd have to sacrifice all your equipment if you want to carry in four tele tags. Combined with the high initial asking price, which could be closer to 1000, I think, justifies this upgrade's power, without needing to add a cost penalty to acquiring tags. I think circumventing the designed downsides of the cash register, alongside other items, is a small and worthy upgrade.

Xander_&_Yalnif

I'm not sure what settings you have but you can always hear them coming when they're nearby and coming for you. You can't reliably turn on your heels and run when it starts burrowing up from the floor because the time from when it starts burrowing and when it emerges, is, allegedly, randomised between 0.1 to 3 seconds, so you have to turn and sprint away almost as soon as you hear the ambient growling

CaliberPlex

Not really. All he said about the baboon hawks was that it was a mix of two other enemies ai. We can use them as reference to determine it's pack behavior with stalking, but how he got there is what I wanna know. Like what complexities differentiate a Spider from a Bracken? They both patiently wait for prey, but the Spider is a robotic one and the Bracken is an animalistic one. What's the Bracken doing that makes it feel so natural and alive? That's what I wanna know.

Matt Bishop

A break is well deserved.

Piggy3590 (edited)

Comment edits

2023-12-23 23:57:33 It was the best game of the year. Thanks Zeekerss.
2023-12-23 23:57:33 It was the best game of the year. Thanks Zeekerss -
2023-12-17 05:16:37 It was the best game of the year! Thanks Zeekerss!!

It was the best game of the year! Thanks Zeekerss!!

Cackle Jackal

Be pretty interesting to see the mask have the opportunity to catch a player off guard if there's one sitting in the ship and someone is watching the monitors. I feel like it give the player staying behind a little tension while helping out. The Nutcracker is an awesome creature. I'd say I've never been 360 no scoped by anything until I met one in game. And the other enemies to tag along with it and you're pretty much screwed.