Alpha 7 - boss battle modified, two new enemies, experimental loadout system, initial translation efforts
Hey, sorry for the silent hiatus, life got in the way. Most of this update was made back in the beginning of January, but after that I got no time to work on this game. I don't know how long it will take for the next update, but I promise this isn't the last one - there's a lot more planned, I just don't know when it will come out.
Anyway, with that out of the way, here's the list of main changes:
-Driller enemy - an enemy that charges at the player and has a weak spot behind its back
-Armored droid enemy - a larger, bulkier, more precise droid that regularly generates a shield immune to damage (with some specific weak points)
-Factory floor room's objective changed (instead of pressing 6 buttons, the player now must defeat 3 specific glowing enemies)
-The weld chamber (the boss battle room) is now smaller, allowing for tighter movement and more grappling hook hijinks
-New and experimental loadout system with a global slot for all loadouts
-Translation option in the menu - german translation is still buggy and incomplete
And here's the full list:
feat(enemy): armored droid enemy - a larger, bulkier, more precise droid that regularly generates a shield immune to damage feat(enemy): drill enemy - an agressive enemy that charges at the player feat(ui): tooltips now get translated feat(ui): language options in the main and pause menus feat(player): upgrades now come in three different types - weapons, skills and passives feat(player): new experimental loadout and upgrade system - the ctrl skill is now global change(ui): ui adjusted for the new experimental system change(level): enemy placement modified in the rooms Conveyor Chasm, Factory Floor, Dance Floor & Weld Chamber change(ui): style rankings decrease faster and increase slower change(player): some style values adjusted change(ninja): rewind now rewinds health change(ninja): ninja weapons are now tied to secondary abilities (akimbo-translocate, shotgun-hook) change(enemy): the weld warden's laser now deals less damage and takes more time to turn change(level): the weld chamber is now a bit smaller, with its floor having being raised. The old version was way too cumbersome to move around at times change(level): factory floor rework change(enemy): all enemy weak spots glow red now fix(enemy): fixed object spawner's player line of sight detector now works properly fix(ninja): translocate now makes grounded enemies fall down again fix(ui): options configs not being applied on startup fix(level): weld chamber conveyors are fixed fix(level): some area triggers now work again fix(general): language localization sometimes failing to update asset(enemy): alarm material - keymaster enemies asset(level): interactable material asset(ui): new localization text
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Kinetic
Fast-paced low-poly movement shooter with customizable loadouts, set in a space station.
Status | In development |
Authors | MisterProject, ARandomProgrammer, Burandelei |
Genre | Shooter, Action |
Tags | 3D, Creative, Fast-Paced, First-Person, FPS, Low-poly, Sci-fi, Singleplayer |
Languages | German, English, Portuguese (Brazil) |
More posts
- Alpha 10 - Kick, revamped Tutorial, bugfixesMay 13, 2022
- Alpha 9 - Ammo system, Plasma Pulse, (more) aesthetic changesMar 22, 2022
- Alpha 8 - Katana, Deflect, Blast Collision, aesthetic changesMar 06, 2022
- 2021 Demo released!Dec 21, 2021
- Alpha 5 - our first boss battle, two new rooms, some new models and dynamic musi...Dec 10, 2021
- Alpha 4 - Laser Cannon and Payback abilities, OutlinesNov 26, 2021
- Alpha 3 - Style system, new rooms, Graviton abilityNov 15, 2021
- Alpha 2 - minor QoL changes and updatesNov 04, 2021
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