Alpha 9 - Ammo system, Plasma Pulse, (more) aesthetic changes
This went better than expected! We now have a brand-new experimental ammo system (implemented to encourage more weapon switching), some new weapon models and sounds, and a new secondary ability for the Vanguard's Laser Cannon: a Plasma Pulse that stuns and pushes enemies!
I will say, though, that the next update will probably get a bit more technical. I need some time to refactor some of this code, it's getting a bit messy. I also plan on focusing more on the new section, the Core.
Main changes:
-The new ammo system;
-Plasma Pulse, the new secondary ability for the Vanguard's Laser Cannon which stuns and pushes nearby enemies;
-Enemy "corpses" now fly when the enemy is destroyed while knockbacked;
-New models and sounds for some of the weapons;
-In general, the UI has more localization.
Full changelog:
feat(vanguard): plasma pulse ability - laser cannon secondary's; stuns damages and pushes nearby enemies feat(enemy): enemy corpses now get blasted when they die with knockback feat(general): added some preliminary code for directional music feat(player): consumed ammo packs return when ammo runs out feat(player): click noise when ammo runs out feat(level): ammo pickups feat(ui): ammo status now shows up below the crosshair feat(level): some more work on the core change(ninja): the katana's hit cooldown reset now works even when style is not over 80% change(general): changed the balance of bloom - weapons now have their own bloom, while the scenario may change the bloom based on the area section change(weapon): weapons now have an animation when the player is flying rapidly change(player): the slowdown power now consumes a bit more style fix(ui): the ammo messages now get localized fix(ui): ability names now get properly localized - still doesn't work for passives though fix(ui): the loadout that appears first in the loadout manager is now the currently active loadout fix(level): some movepad fixes fix(ui): tutorial ui doesn't appear over the ammo count anymore fix(player): weapon making sound during the first second fix(level): glass break sound now properly plays fix(vanguard): frontal shield fixes fix(weapon): weapons don't clip into the camera anymore asset(weapon): new akimbo, shotgun and minigun models asset(vanguard): frontal sound sfx asset(vanguard): minigun sfx changed asset(level): pickup icons changed asset(ninja): new shotgun sound asset(level): colored pickup icons asset(general): new lowpoly particles
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 8 - Katana, Deflect, Blast Collision, aesthetic changesMar 06, 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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Sure! Do you have Discord? Mine is MisterProject#1193.
In regards to reloading, I'm very hesitant to add this kind of feature as this game is heavily inspired in Boomer Shooters, which usually don't feature reloading. I can try it, but I feel like for this sort of game it might kill the pacing a bit.
If you're having difficulty with ammo, here are two tips: one, every kill rewards you with a little bit of ammo on every weapon, so if you run out of ammo on one weapon, considering switching over to another one; two, if your Style meter is over 80%, you don't spend ammo anymore and can shoot freely, so try to keep it high for as much as you can.