Note that this isn't much of an update; it fixes some obvious flaws with the existing Pre Alpha 2.0 and adds some general geometry and some HUD interactivity. You can also now technically complete the "Get inside the castle" objective and the framework is in place for objectives and weapons, but there isn't enough content to actually demo the features yet.
Sorry about that. :P
If you still feel like downloading, you'll notice the Castle Raid is no longer open to the void and there are two more heists planned. I tweaked the camera settings and generally modified a lot of the HUD code, and added a main menu. There are also world audio cues, and the beginnings of actual detail in the Castle Raid level.
Now that I've had some time to collect my thoughts and take a break after the release of Pre Alpha 2 (not that much got done; I just did pretty much all of Pre Alpha 1 and 2 in the course of 2 nights and I'm starting to feel fatigued), I think it's a good time to lay down what I expect to get done going forward for Pre Alpha 3.
The first thing is to get much deeper into blocking out the Castle Raid heist. I want to have at least most of the primary part of the heist laid out in BSP before even considering a Pre Alpha 3. I'm betting this will be the second-largest piece of the puzzle; it's a tremendous amount of work for one person as-is, but I'll eventually get through it. I know the general direction of the heist and (most of) the key setpieces I will need to build.... read more
This is not as exciting as one might believe. There is not a lot of actual game content yet, but you can take a look at some tentative HUD and player movement elements and look at part of the beginning of the castle raid heist.
There is a 1:45 loop of music used from Simon Viklund's soundtrack for Payday 2, please don't sue me, I'll remove it once I write the soundtrack for OpenHeist.
The reason this is called Pre Alpha 2 is because I circulated the first prototype of the game to a few specific people only.... read more