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Steam News29 May 20233y ago

May Dev Updates - First Chapter Complete - New Mineables - Stores

We are hoping to make the first Early Access installment of the game available very soon (possibly within days) and have held off a little so the player experience is as bug free and enjoyable as possible.

Full notes

Full Lost Assassin - A Tale of AI Corruption update

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What changed

0 fixes6 additions4 changes0 removals
  • Gameplay
  • UI and audio
  • Maps
addedWe are hoping to make the first Early Access installment of the game available very soon (possibly within days) and have held off a little so the player experience is as bug free and enjoyable as possible. We have been extremely busy adding new mechanics that will set the tone for the entire player campaign and the planned 7 levels.
addedThis update will go into some more depth on what to expect with the new re-launched version of Lost Assassin - A Tale of AI Corruption
addedEnemy AI and Physics - We have made even more improvements to enemy AI including some more melee for lower level grunts, some screen shake effects, pathfinding and placement. There is also a new hit detection indicator that shows if you have damaged their body (white flash) or head (red flash).
changedLevel Design - This has been our focus. To make a long sprawling level with a variety of gameplay elements. Taking inspiration from a variety of great games like Metroid, Half Life and even Dead Space.. Along with the combat, we have taken inspiration from many 'mining' genre games with some switches, traps and physics object thrown into the mix.
addedObject Spawners/Stores - We now have some interesting new interactive devices in the map. First is a barrel spawner that costs 25gems per barrel. Pull the lever and it creates a barrel to use in either destroying rocks or to hurl at an enemy! The second one is a new 'crafting machine' similar to the ones in Prey that allows the player to spend minerals on ammo and supplies. You will only be able to afford a few early in the game, so spend wisely! The weapons are powerful but so are the stronger enemies you will encounter so we want the player to only use them when all other options are exhausted.
addedNew Mineable Mineral - We now have Iron to be mined alongside the existing '5aia gems'. There were always plans to create a variety of mineable minerals in this campaign with the intent to have some basic 'crafting' stores. This is still in development, but you will have to decide what supplies will suit your playstyle a litte more as resources are scarce.

Lost Assassin - A Tale of AI Corruption changes

addedWe are hoping to make the first Early Access installment of the game available very soon (possibly within days) and have held off a little so the player experience is as bug free and enjoyable as possible. We have been extremely busy adding new mechanics that will set the tone for the entire player campaign and the planned 7 levels.
addedThis update will go into some more depth on what to expect with the new re-launched version of Lost Assassin - A Tale of AI Corruption
addedEnemy AI and Physics - We have made even more improvements to enemy AI including some more melee for lower level grunts, some screen shake effects, pathfinding and placement. There is also a new hit detection indicator that shows if you have damaged their body (white flash) or head (red flash).
changedLevel Design - This has been our focus. To make a long sprawling level with a variety of gameplay elements. Taking inspiration from a variety of great games like Metroid, Half Life and even Dead Space.. Along with the combat, we have taken inspiration from many 'mining' genre games with some switches, traps and physics object thrown into the mix.
addedObject Spawners/Stores - We now have some interesting new interactive devices in the map. First is a barrel spawner that costs 25gems per barrel. Pull the lever and it creates a barrel to use in either destroying rocks or to hurl at an enemy! The second one is a new 'crafting machine' similar to the ones in Prey that allows the player to spend minerals on ammo and supplies. You will only be able to afford a few early in the game, so spend wisely! The weapons are powerful but so are the stronger enemies you will encounter so we want the player to only use them when all other options are exhausted.

We are hoping to make the first Early Access installment of the game available very soon (possibly within days) and have held off a little so the player experience is as bug free and enjoyable as possible. We have been extremely busy adding new mechanics that will set the tone for the entire player campaign and the planned 7 levels.

Where to find us: Official website www.littlebyte.com.au Follow us on socials Twitter HERE Facebook HERE LinkedIn HERE

This update will go into some more depth on what to expect with the new re-launched version of Lost Assassin - A Tale of AI Corruption

Enemy AI and Physics - We have made even more improvements to enemy AI including some more melee for lower level grunts, some screen shake effects, pathfinding and placement. There is also a new hit detection indicator that shows if you have damaged their body (white flash) or head (red flash).

Level Design - This has been our focus. To make a long sprawling level with a variety of gameplay elements. Taking inspiration from a variety of great games like Metroid, Half Life and even Dead Space.. Along with the combat, we have taken inspiration from many 'mining' genre games with some switches, traps and physics object thrown into the mix.

Object Spawners/Stores - We now have some interesting new interactive devices in the map. First is a barrel spawner that costs 25gems per barrel. Pull the lever and it creates a barrel to use in either destroying rocks or to hurl at an enemy! The second one is a new 'crafting machine' similar to the ones in Prey that allows the player to spend minerals on ammo and supplies. You will only be able to afford a few early in the game, so spend wisely! The weapons are powerful but so are the stronger enemies you will encounter so we want the player to only use them when all other options are exhausted.

New Mineable Mineral - We now have Iron to be mined alongside the existing '5aia gems'. There were always plans to create a variety of mineable minerals in this campaign with the intent to have some basic 'crafting' stores. This is still in development, but you will have to decide what supplies will suit your playstyle a litte more as resources are scarce.

Player - Improvements to the animations for our main character. There is still some work to be done, but it appears more lifelike and flows with the gameplay nicely.

NPC AI (early stages of development) - There are a couple of human characters in the first chapter now. We hope to add many more NPC's that will serve a variety of roles. The first encounter the player has is 'Lisa', who is trapped with some grunts in the cave entrance. Fortunately, Lisa is a force to be reckoned with and has no problem showing off her target seeking abilities with her pistol. If they get in close she will pull out a knife. We have always wanted AI that is autonomous and not scripted to appear as though it's intelligent, but more reactive to situations of it's own accord.

It's quite a lot more complex to create AI with ranged/melee attacks that engage with other AI than player vs AI, but we hope to expand upon this AI by having 'helper drones' you can spend resources on that would assist you in challenging sections.

Shaders and Effects - We have some physics molten lava and 2D reflective water in the level now. The lava is actually an important part of chapter 1's gameplay that you will have to wait and see.

Stay tuned and don't forget to give us a wishlist. We are a team of two, so it all counts!

Source

Steam News / 29 May 2023

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