Animosity
Steam News 2 September 20241y ago

update v1.23

This big update marks the complete playthrough from biome 1 to 5, new bosses, and a whole pile of updates, major and minor. The most important being biome 5, the Sporian space fleet and it's glutinous Lord Sporian. Spoi…

Update log

Full Animosity update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix2 additions0 changes0 removals
  • Gameplay
  • Performance
addedThis big update marks the complete playthrough from biome 1 to 5, new bosses, and a whole pile of updates, major and minor. The most important being biome 5, the Sporian space fleet and it's glutinous Lord Sporian. Spoilers in vid!
addedI have also added a dialog system highlighting the game's deep and thought provoking narrative design. We are only a few updates away from a full release now, including an OST re-think, more dialog, and a level creation/share system. The latter being the one that will be the biggest delay to full release, but I think it will be worth it in the end. Barring that, the game could be ready in the next month, but lets be honest, with Wukong and SM2 coming out, everyone is going to be really busy for the next couple months.
fixedBiome 5 completed (Sporian space fleet) • Biome 5 Boss completed (Lord Sporian) • Biome 2 Boss overhauled (Castle gates) • Activation switch mechanic added (doors, air lock, etc) • Quadruped mech Enemy overhaul • Enemy stun mechanic added • Sporian mine design overhauled. Delayed explosion after kill • Mine chain explosion reaction added • Red (player) inputs and movement/attack precision enhanced • Red slash attack now linked to player object for more control • Player character's turn around time reduced for quicker input action • Joystick "bounce back" effect removed/diminished • Joystick input X squared for more precise control of walking speed • Weapon direction formula improved. • 3D Background images added to each biome • Blur effect added to BGs • Color tone remapped • Lighting improved • Lighting plane added to scene to capture lights, like a pseudo fog • Creeper AI improved and movement jitter reduced. • Weapons rebalanced • Online Multiplayer Netcode scrubbed in lieu of streaming MP • Single Player total lives removed for infinite lives • Weapon system changed. 3 total levels (bronze, silver, gold, pickups), limited ammo. pickups contribute to ammo. No longer need to stack pickups for level. • Weapons have unique attributes per weapon level. • Pathfinding system reworked for higher accuracy. • Level 5 end sequence and credit screen built • Dialog system added. • story props and objects included • Biome 1 Boss rebuilt and improved • Game completed replay system added but not refined. • Level reroll system added so players can create a new level if stuck or bored. • End level grading system added to analyze play performance. • Death screen slow fade to see what hit you. • Navmesh exclude node modifier for objects to actively alter navmesh in realtime. • Outline post process effect scales with screen resolution. • Dynamic UI outlines objects that needs keys or are detonatable with TNT • New logo added • data save system refactored to be less reliant on registry. • fixed crash with non-english Windows setups.
This big update marks the complete playthrough from biome1 to 5

This big update marks the complete playthrough from biome 1 to 5, new bosses, and a whole pile of updates, major and minor. The most important being biome 5, the Sporian space fleet and it's glutinous Lord Sporian. Spoilers in vid!

I have also added a dialog system highlighting the game's deep and thought provoking narrative design. We are only a few updates away from a full release now, including an OST re-think, more dialog, and a level creation/share system. The latter being the one that will be the biggest delay to full release, but I think it will be worth it in the end. Barring that, the game could be ready in the next month, but lets be honest, with Wukong and SM2 coming out, everyone is going to be really busy for the next couple months.

On another, more serious note: I want to apologize and thank those who have supported this game in it's early stages. I let you down, and I let me down when this was released and its been a cloud hanging over me for a long time now. The only way I can make it up is to see it through to the end, and I really hope you enjoy the result. If you have any feedback, or just want to publicly shame me, join me on the discord!

https://discord.gg/VqDhEZc5et

• Biome 5 completed (Sporian space fleet) • Biome 5 Boss completed (Lord Sporian) • Biome 2 Boss overhauled (Castle gates) • Activation switch mechanic added (doors, air lock, etc) • Quadruped mech Enemy overhaul • Enemy stun mechanic added • Sporian mine design overhauled. Delayed explosion after kill • Mine chain explosion reaction added • Red (player) inputs and movement/attack precision enhanced • Red slash attack now linked to player object for more control • Player character's turn around time reduced for quicker input action • Joystick "bounce back" effect removed/diminished • Joystick input X squared for more precise control of walking speed • Weapon direction formula improved. • 3D Background images added to each biome • Blur effect added to BGs • Color tone remapped • Lighting improved • Lighting plane added to scene to capture lights, like a pseudo fog • Creeper AI improved and movement jitter reduced. • Weapons rebalanced • Online Multiplayer Netcode scrubbed in lieu of streaming MP • Single Player total lives removed for infinite lives • Weapon system changed. 3 total levels (bronze, silver, gold, pickups), limited ammo. pickups contribute to ammo. No longer need to stack pickups for level. • Weapons have unique attributes per weapon level. • Pathfinding system reworked for higher accuracy. • Level 5 end sequence and credit screen built • Dialog system added. • story props and objects included • Biome 1 Boss rebuilt and improved • Game completed replay system added but not refined. • Level reroll system added so players can create a new level if stuck or bored. • End level grading system added to analyze play performance. • Death screen slow fade to see what hit you. • Navmesh exclude node modifier for objects to actively alter navmesh in realtime. • Outline post process effect scales with screen resolution. • Dynamic UI outlines objects that needs keys or are detonatable with TNT • New logo added • data save system refactored to be less reliant on registry. • fixed crash with non-english Windows setups.

Source

Steam News / 2 September 2024

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