Alpha 7 - boss battle modified, two new enemies, experimental loadout system, initial translation efforts
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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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