Take to the Moon! v0.2 is now available! (Patreon)
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Heyo everyone, the time has come for v0.2. There's a couple things I will reiterate here as it will be the pinned post:
There are a lot of new features/mechanics involved here that I would typically do over the course of a couple builds, but many of them work off of each other, so I felt it necessary to get the ground work for all of this in. That being said, certain aspects will not be fully fleshed out (Like the dialogue layout/system, and affinity system).
There are a couple sections that might feel a bit janky, like the snapping to a new rail in-game (You will likely notice this if you go through the canyon in Raptura, just before the boss, your will "snap" onto the rail, and it is quite jarring.) I have a projected solution to make this more smooth, but it will likely need to wait until v0.3.
Anyways! Enough with the excuses! Onto the Changelog:
v0.2 Changelog:
MAJOR:
- New level+Environment: Raptura
- New Boss: Weeble
- New Character: Lana Kova
- Party System and party supports
- Dialogue system
- 2 new Hscenes featuring Lana
- Affinity system (still not totally in effect)
- Charge shot
- New aiming system
- Temporary "Save" system. (The game will autosave any time you load into the Hub)
Minor:
- Enemies now project their shots
- Enemy lasers are now much slower
- Player laser's speed drastically increased.
- Health packs now heal more
- Purple claw enemies no longer hurt on impact, they now deal Damage over time
- Names now appear in transmission dialogue. ("Player"'s name will likely be different in the future)
- An "innate" cooldown has been added to the primary fire. This is to limit things like extremely fast auto-clickers.
- Fixed an audio bug with some SFX
- Catiya's Walkers no longer shoot missiles after they are dead.
- Changed default keybinds for keyboard/mouse.
- Changed some colors with the player character in some scenes.
- Game's size has been a little more optimized.
- Game sound will now mute when pausing the game. (Except UI sounds)
- Changed UI scaling in ScoreScreen, and the hub to work better with other resolutions.
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That should cover the jist of it. As mentioned, the default keyboard controls have been adjusted as following:
W = boost.
S = brake
A = L Roll
D = R Roll
LMB = Primary Fire
LMB(Hold) = Charge Shot
New Keys:
Q/LT(Hold) = Ally1 Support
E/RT(Hold) = Ally2 Support
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Thanks everyone for the support! There is still much work to be done, but I hope this gives you a nice idea on how things have been progressing.
I will still be doing a post tomorrow going over the plans for the Goblin and the jungle! I will also be setting up the poll for the next character as well.
Catch you all then!
-Regulus