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0.2.4 - Cityscapes and Ledge Climbs

JANUARY 28 - >:3 GARY

The city of New Babel is starting to glow with fire of 10,000 neons. We've also added some really cool sound enhancements and new ledge grabbing mechanics.





Additions

  • We've added a few new parallax backgrounds with air traffic, blimps, and spotlights too. Includes a new city ambience glow which is most visible at night. The cop cars go weeee ooooo weeee oooo!



  • Reworked how player ledge climb works entirely. Hitting a ledge with the higher extremities of your body (chest and above) switches you into a 'low ledge grab state' where you are hanging from the ledge by your hands. The character will auto swing up and transition to the previous waist-high ledge climb. Additional collision detection makes it so while jumping you have some extra ledge grabbing range outside of your hitbox, especially useful for jumping up at a ledge from straight below. As before you can cancel out of any of the climb states by pressing down, which will drop you off the ledge. All new climb state speeds based on player movespeed. Getting hit while in the last stage of climbing now does not knock the player off the side.


  • Added sound depth by adding low pass versions of gunfire, npc screams and speech, footfalls, glass breaking, terrain hits/ricochets which play alongside high pass versions at varying volumes based on space and interfering walls and doors. When you're climbing the visual sound waves should sync up with the location of your head a little better on screen.
  • You can now coerce miniLAW HQ to update their old stock of weapons and equipment for a small fee. Look for it on the "RESTOCK" tab in HQ.


  • Now getting hit shouldn't interrupt gun firing actions or aiming, so attempting to fire while being hit won't often result in an unwanted melee move being executed. Being hit while aiming and firing works differently now: you can continue to aim or fire, but additional aiming penalties are induced to the point where attempting to aim in the face of automatic fire will result in essentially being unable to aim properly. These aim penalties modified by your aim skill.
  • Adjusted camera script to keep up with the player at terminal velocities more accurately.
  • Better shouting print and timing control: shout printing is paced to the speaking better, so it won't usually finish before the line gets said. Shout total time limit increased, and sound gets cut off when the end of the clip gets reached, so each shout's total cycle will sync up the sound more accurately. Getting knocked back should properly cancel out of shouting. Getting hit will only switch off shouting if a minimum of 2% damage is dealt through armor to your health. Game shout effect should match up exactly with position of soundwaves generated by the Constable now as well.
  • Wall, wallcling, ledge climb, and jump interactions and hitbox changes make several improvements; climbing while near a wall no longer glitches. Ledges can exist closer to walls, and won't get cut off by them as often. Wall climbing up to a ledge transitions properly into a ledge grab. Not holding 'interact' won't interrupt ledge grab functions.
  • New reloading animation for the constable looks more personable and less robotic.

Bug Fixes

  • While in fullscreen you should not be able to click outside of the game window. Holding certain keys (left/right/interact/aim) prevents you from moving the mouse outside of the boundaries of the game screen, which serves the dual purpose of keeping you in the game window while you try and perform mouse based actions, and keeps the accompanying key releases for those buttons functioning when they should by making it impossible for the window to lose focus while they are held down
  • Fixed moving left or right messing with the execution of certain melee moves. Made it so you can't attempt to execute melee moves while in skid, which solves the issue of the melee startup glitching while the skid was still in action.
  • Now all grab moves operate off the same mask, so your hitbox won't inexplicably and noticeably change when you transition from a grab to a grab melee/throw move.


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