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

Kinetic Alpha 9 Win.zip 53 MB
Mar 22, 2022
Kinetic Alpha 9 Linux.zip 68 MB
Mar 22, 2022

Get Kinetic

Comments

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Deleted 1 year ago
(1 edit)

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.

Deleted 1 year ago