September News - New Inventory - Weapon/Ability Upgrades!
Where to find us: Official website www.littlebyte.com.au Follow us on socials Twitter HERE Facebook HERE LinkedIn HERE This is a development update for Lost Assassin - A Tale of AI Corruption - Changes in this devlog wi
Full notes
Full Lost Assassin - A Tale of AI Corruption update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes6 additions0 changes0 removals
Gameplay
Balance
Maps
Performance
addedThis is a development update for Lost Assassin - A Tale of AI Corruption - Changes in this devlog will be in the next update coming soon. Many of the changes and additions have been added after a period of play and feedback we have been provided with. We make regular dev videos on our Twitter account to give that a follow to keep up with minor updates.
addedPlayer – The player has had another review to improve the overall ‘flow and feel’ of gameplay. - More advanced player controller as seen in games like Hollow Knight and Celeste. Added coyote time, jump buffering, maximum fall speed, airtime, and gravity manipulation. This gives the player a much snappier and responsive feel. • Improved jumping and general movement • New horizontal dash for getting to places faster or evading the challenging new enemy projectiles. The dash uses jetpack fuel very quickly but will be upgradeable. • Crouch – Will be useful for taking cover against several hazards and possibly shooting through gaps.
addedEnemy AI and Physics - Several big changes to enemy AI. • New improved hit scanning. Now if a ranged attack enemy sees the player, it will be able to aim directly at the player. This makes for a much more realistic combat experience and less chance of exploiting the enemies. • Changes to enemy speeds to be more varied and difficult
addedInventory System – - Added grid-based inventory system that allows you to store and manage items. You can also upgrade weapon damage, fire rate, and reload speed straight from your inventory. More upgrades are planned for the future.
addedLevel Design – Chapter 2 is in the works. We go even deeper into this cave biome and discover some new mining resources. There will be some interesting platforming and puzzles to solve and possibly some new enemies.
addedShaders and Effects - Added new shader and post processing effects for player buffs. Also, camera shake for explosions. Grenade Shrapnel - Added shrapnel for frag and bouncy grenades that fly out when the grenades explode and deal damage to anything within the blast area.
Lost Assassin - A Tale of AI Corruption changes
addedThis is a development update for Lost Assassin - A Tale of AI Corruption - Changes in this devlog will be in the next update coming soon. Many of the changes and additions have been added after a period of play and feedback we have been provided with. We make regular dev videos on our Twitter account to give that a follow to keep up with minor updates.
addedPlayer – The player has had another review to improve the overall ‘flow and feel’ of gameplay. - More advanced player controller as seen in games like Hollow Knight and Celeste. Added coyote time, jump buffering, maximum fall speed, airtime, and gravity manipulation. This gives the player a much snappier and responsive feel. • Improved jumping and general movement • New horizontal dash for getting to places faster or evading the challenging new enemy projectiles. The dash uses jetpack fuel very quickly but will be upgradeable. • Crouch – Will be useful for taking cover against several hazards and possibly shooting through gaps.
addedEnemy AI and Physics - Several big changes to enemy AI. • New improved hit scanning. Now if a ranged attack enemy sees the player, it will be able to aim directly at the player. This makes for a much more realistic combat experience and less chance of exploiting the enemies. • Changes to enemy speeds to be more varied and difficult
addedInventory System – - Added grid-based inventory system that allows you to store and manage items. You can also upgrade weapon damage, fire rate, and reload speed straight from your inventory. More upgrades are planned for the future.
addedLevel Design – Chapter 2 is in the works. We go even deeper into this cave biome and discover some new mining resources. There will be some interesting platforming and puzzles to solve and possibly some new enemies.
Where to find us: Official website www.littlebyte.com.au Follow us on socials Twitter HERE Facebook HERE LinkedIn HERE
This is a development update for Lost Assassin - A Tale of AI Corruption - Changes in this devlog will be in the next update coming soon. Many of the changes and additions have been added after a period of play and feedback we have been provided with. We make regular dev videos on our Twitter account to give that a follow to keep up with minor updates.
Player – The player has had another review to improve the overall ‘flow and feel’ of gameplay. - More advanced player controller as seen in games like Hollow Knight and Celeste. Added coyote time, jump buffering, maximum fall speed, airtime, and gravity manipulation. This gives the player a much snappier and responsive feel. • Improved jumping and general movement • New horizontal dash for getting to places faster or evading the challenging new enemy projectiles. The dash uses jetpack fuel very quickly but will be upgradeable. • Crouch – Will be useful for taking cover against several hazards and possibly shooting through gaps.
Enemy AI and Physics - Several big changes to enemy AI. • New improved hit scanning. Now if a ranged attack enemy sees the player, it will be able to aim directly at the player. This makes for a much more realistic combat experience and less chance of exploiting the enemies. • Changes to enemy speeds to be more varied and difficult
Inventory System – - Added grid-based inventory system that allows you to store and manage items. You can also upgrade weapon damage, fire rate, and reload speed straight from your inventory. More upgrades are planned for the future.
Level Design – Chapter 2 is in the works. We go even deeper into this cave biome and discover some new mining resources. There will be some interesting platforming and puzzles to solve and possibly some new enemies.
Shaders and Effects - Added new shader and post processing effects for player buffs. Also, camera shake for explosions. Grenade Shrapnel - Added shrapnel for frag and bouncy grenades that fly out when the grenades explode and deal damage to anything within the blast area.
As we approach chapter two completion, we will post some more updates!