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Steam News9 August 20196y ago

Update 0.3.5 Gameplay Update Part 1

Phase one: Gameplay (Doing a marvel aw yee) After my long radio silence, I am back! I've spent the last year not on social media to focus on game development.

Full notes

Full Neon Valley: Revenge update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions4 changes0 removals
  • Gameplay
  • UI and audio
  • Maps
changedPhase one: Gameplay (Doing a marvel aw yee)
changedAfter my long radio silence, I am back! I've spent the last year not on social media to focus on game development. Last years release and the following months of updates, reflecting on my design and state of the game with players. It was obvious I had quite a ways to go. This time around however I am more confident in the gameplay and will be polishing it even more over the coming weeks! Keep an eye out for more updates and join me for testing sessions on the weekends. Don't forget to join the discord: Discord.gg/XV2yyB8
addedCrouch Added crouching state when Crouch button is pressed (Default “C”). For low cover objects, smaller attack profile. Eventually for better shooting accuracy too. Gives stealth option to players, with the newly added foliage. It’s also the state you enter after performing a slide maneuver.
addedSlide Talking about slide maneuver, I added a slide this patch. Using the crouch button whilst in motion the player performs a slide. When sprinting the character does a short dash, followed by an extended slide. Sliding in air, it slightly increases player down velocity, to mimic a shinobi air dash move inspired by ninjas in asian pop culture.
addedSwords (Finally) Added the slide for a reason. To increase the ninja-like game feel, the long awaited Ninjato sword has been added. The first of the melee weapons. Still working out fluidity kinks, motion and better collision detection. So please help me test this out! Ninjato has a 4 attack types:
changedHigh & low High attacks, using Left Mouse button, the player dashes towards looking direction and this attack has 3 moves in its combo. Low attacks uses the Right Mouse button and the player performs a slide motion whilst slashing in a 3 move combo too.

Neon Valley: Revenge changes

changedPhase one: Gameplay (Doing a marvel aw yee)
changedAfter my long radio silence, I am back! I've spent the last year not on social media to focus on game development. Last years release and the following months of updates, reflecting on my design and state of the game with players. It was obvious I had quite a ways to go. This time around however I am more confident in the gameplay and will be polishing it even more over the coming weeks! Keep an eye out for more updates and join me for testing sessions on the weekends. Don't forget to join the discord: Discord.gg/XV2yyB8
addedCrouch Added crouching state when Crouch button is pressed (Default “C”). For low cover objects, smaller attack profile. Eventually for better shooting accuracy too. Gives stealth option to players, with the newly added foliage. It’s also the state you enter after performing a slide maneuver.
addedSlide Talking about slide maneuver, I added a slide this patch. Using the crouch button whilst in motion the player performs a slide. When sprinting the character does a short dash, followed by an extended slide. Sliding in air, it slightly increases player down velocity, to mimic a shinobi air dash move inspired by ninjas in asian pop culture.
addedSwords (Finally) Added the slide for a reason. To increase the ninja-like game feel, the long awaited Ninjato sword has been added. The first of the melee weapons. Still working out fluidity kinks, motion and better collision detection. So please help me test this out! Ninjato has a 4 attack types:

Phase one: Gameplay (Doing a marvel aw yee)

After my long radio silence, I am back! I've spent the last year not on social media to focus on game development. Last years release and the following months of updates, reflecting on my design and state of the game with players. It was obvious I had quite a ways to go. This time around however I am more confident in the gameplay and will be polishing it even more over the coming weeks! Keep an eye out for more updates and join me for testing sessions on the weekends. Don't forget to join the discord: Discord.gg/XV2yyB8

Crouch Added crouching state when Crouch button is pressed (Default “C”). For low cover objects, smaller attack profile. Eventually for better shooting accuracy too. Gives stealth option to players, with the newly added foliage. It’s also the state you enter after performing a slide maneuver.

Slide Talking about slide maneuver, I added a slide this patch. Using the crouch button whilst in motion the player performs a slide. When sprinting the character does a short dash, followed by an extended slide. Sliding in air, it slightly increases player down velocity, to mimic a shinobi air dash move inspired by ninjas in asian pop culture.

Swords (Finally) Added the slide for a reason. To increase the ninja-like game feel, the long awaited Ninjato sword has been added. The first of the melee weapons. Still working out fluidity kinks, motion and better collision detection. So please help me test this out! Ninjato has a 4 attack types:

High & low High attacks, using Left Mouse button, the player dashes towards looking direction and this attack has 3 moves in its combo. Low attacks uses the Right Mouse button and the player performs a slide motion whilst slashing in a 3 move combo too.

High and Low attacks can be interchanged to perform different combos. For example, R + L + R will perform a high, low, high attack chain. Attacks have a movement multiplier according to movement input. So when holding forward, attacks lunge further as gap closers to reach gun users. When holding backwards, attacks are performed on the spot.

Jump Attack The jump attack gives the player a double jump, essentially. At the apex of the double jump the player attacks, reaching targets with the height advantage.

Slide Attack While in sliding motion there is a small window to attack, which triggers a slide attack. Shortly dashing the player forward whilst simultaneously slicing vertically, the player can quickly reach an enemy and damages everything along the dashing path. Character customization Added a range of items for character customization, more are in the works! Here are some examples of the options available.

New gun

The Needler Introducing a new weapon from the Fire dragon. The Needle Gun, a secondary weapon which shoots high impact needle rounds. The weapon only holds one round, however, each spike can be recalled after shooting. It has a 5 second lifetime to be called back before disappearing. Close range this weapon can be shot and recalled at a rapid speed.

Changes to gun

Akimbo baby Akimbo is the largest change to guns. Secondary weapons can now be equipped dual wield. Even though it replaces the primary weapon slot, the idea is that a dual wielded weapon has the same power and perhaps more versatility than a primary weapon. Giving players this option is part of the game design philosophy of allowing players to fully customize their gear according to a play style they wish. Guns can be mixed and matched in dual wield. Boost pad Portable boost pad! It's like a digital trampoline really. However its utility can be used to reach higher ground, to boost across the map horizontally, or even as a trap to lure enemies into a vulnerable kill box Push nade Push nade works as a sticky grenade or mine. As players throw it, on contact it will stick to that object or position. It is then triggered when enemies, players or bullets come into its trigger box. Which will then push away everything. This can be used to push enemies away, push you away from danger or as a pseudo boost pad! Part two to 3.5 patch notes incoming, stay tuned!

Source

Steam News / 9 August 2019

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