Alpha 8 - Katana, Deflect, Blast Collision, aesthetic changes
This one took a while, sorry, and the next one probably won't come soon as well. With that out of the way, here's some good news: we have a laser sword now!
Main changes:
-The Katana - a new weapon for the Ninja. This green laser sword emits energy waves that slice through enemies and has a cool new secondary ability...
-Deflect! Deflect redirects incoming projectiles towards your crosshair, but requires a certain amount of precision to pull off. If performed correctly, its cooldown resets.
-The Blast Collision passive - a new passive for the Vanguard that generates explosions every time the player collides with something at high speeds.
-Aand some aesthetic changes to increase bloom and stuff
Full changelog:
feat(ninja): new weapon - katana, a projectile weapon that goes through multiple enemies feat(level): the core entrance feat(ninja): deflect ability - the katana's secondary ability, redirects projectiles and resets upon a successful hit feat(level): some more work on the core corridor to engineering feat(vanguard): blast collision - when colliding with another object, creates an explosion with damage, radius and size proportional to the collision speed change(vanguard): the vanguard may now receive extra jump change(ninja): walljump now goes further and faster than before, the player may also control the direction of movement change(player): charge, dash and grappling hook now reset the extra jump change(player): the style meter now decreases faster, but the penalty for taking damage is now lower change(general): the shield laser material was renamed to moving glow and now works a bit better change(ninja): the grappling hook is now cancelled when changing loadouts change(ninja): the grappling hook now works on the ground change(ninja): the grappling hook now emits a sound effect when getting released change(ninja): the deflect now emits a sound effect and slows time for a split second when succesfully parrying a hit change(player): the red tint effect when taking damage is now more noticeable change(vanguard): detonate now increases the explosion radius change(vanguard): graviton now works more consistently and paralyzes enemies for a while change(vanguard): the charge ability, when colliding with an enemy, causes a timestop effect to occur for game feel purposes fix(enemy): enemies now fly through the wall less frequently fix(level): the suspended crate now moves entities correctly again fix(enemy): projectile attacks may now be set up so that they ignore a certain layer for a while (useful to prevent autohits from enemies) fix(player): the mouse sensibility doesn't go to 0 at its lowest level anymore fix(ui): big loadout option's background appearing weird after leveling up asset(ninja): katana animations for both the katana and the deflect asset(ninja): changed the katana's blade color asset(general): new volume profile assets for different areas asset(level): bright orange material
Files
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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 7 - boss battle modified, two new enemies, experimental loadout system, in...Feb 04, 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
Comments
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I'll look into it!
Just pushed a mini-update with resolution options. I must warn though, the lower resolutions look really weird.
You mean the wall jump?
Yeah, that was semi-intentional. I didn't want to limit the amount of wall jumps the player had, so I let that stay.
What I might do is slightly reduce the time window you have to press space whenever you hit the wall on consecutive jumps, so it becomes harder (but not impossible) to achieve this, but we'll see. What do you think of this idea?