Take to the Moon! v0.2 is now available!
🕑 Added 2023-06-02 02:40:12 +0000 UTCHeyo 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.
-------------------------------------------
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
-------------------------------------------
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
Comments
Regulus
Thanks! Glad the aiming is working out better ^^. This week I am going to be creating a proper outline for the next feature/mechanics I will be working on, but finishing up the Dialogue and Menuing layout will likely be a priority on that front. Yeah we are hoping to have VA for the in-game transmissions, but that might be a little bit in the future.
A Lurker
Loved it. To start the aiming was much better from the first demo. I love deflecting shots with the roll, feels good. The second stage being interactive in that you can shoot the mining carts is pretty neat. Destructible assets like that could make a good way to hide collectables different paths in stages. Are you planning to give characters voices in the future for when they are speaking in a stage? Or possibly gibber jabber noises like old N64 games. I enjoy the menu system on deck but a couple things surprised me, yes it's all still in the works. When speaking to Lana the chat option bubbles seemed out of place or too basic and small. I was expecting the chat options to be maybe 2-3x the size, not as long, and possible colored a purple/pink with a trim color instead of black with white text. Chat options could be another opportunity for hidden conversation options. The second thing is the party member selection screen (when clicking Q or E on stage select). There's no "back" button to exit it. Yes, after messing with the screen for a moment you realize you can just click no member or the person you want but it just feels odd without having a button to back out of that screen. Probably personal preference. Also, when leaving that screen I get a visual effect of the entire screen refresh/flashing for maybe a frames time (PC version). Overall, again, it was great and I look forward more updates.
Regulus
I do believe I left a response on the last time. I would like there to be impregnation, though I am not sure to what extent. Keep in mind v0.2 is an extremely early build, so it likely wouldn't make an appearance for quite a while.
Thiel29
So no pregnancy in this game??