Alpha 1.6 Released!
Hey! So it’s been a little over a week since release, and I’m very happy to see you guys enjoying the game. It means a lot to me, really.
But since release I’ve been working on some stuff, some of which is now out in the Alpha 1.6 update. The changes are fairly minor in the grand scheme, but I hope you all will enjoy them, even as small as they are. (Also, the basic version of the changelog can be seen in-game)
NEW FEATURES
- Added new weapon widgets:
Weapon widgets display the stats of any given weapon. Stats include: Damage (DMG), Speed (SPD), Range (RNG), and Ammo (Amo). Damage is an approximation of how much damage a weapon can deal at its max. Speed is the fire rate of the weapon, where a higher value means it shoots faster. Range is how far the weapon can shoot. (NOTE! Projectile weapons do not possess a range stat, as it's almost infinite. Rockets will fly for 5 secs before detonating, grenades for 3, and nails for 2 seconds.) Ammo determines how much ammo is consumed per shot. A basic shotgun only requires 1 ammo to fire, hence it only has one bar. The Super Shotgun requires 2 ammo, and has two bars. Rocket launchers 4, therefore 4 bars, ect. This widget also lays out some of the groundwork for other upcoming features.
- Added Randomized Weapon Spawns:
It is no longer a guarantee that a specific weapon will spawn in a certain location. The locations remain the same as before, but now the chance of a weapon spawning somewhere is between 20%-90%, depending on the weapon location. The more secret places have higher chances, and the more obvious spots have a lower chance. This will tie into other weapon and loot changes coming later as well.
- Added FPS limiter settings:
Before the default FPS limit was just 60, now it can be set to whatever you want, or disable it completely. (You can even cap it to 10) This change also comes with a small extra addition of fixing the super secret in-game FPS counter, as it didn't round the number of frames correctly previously.
OPTIMIZED
- Optimized camera fades:
The new solution should be more smooth and perform better. This may not be a huge improvement for everyone, but it could be a bit lighter on some systems, and make rifting a more smooth experience overall.
- Optimized key collection and usage:
Once again, it's not a huge deal to most, however the new solution is cleaner in its implementation and requires less casts to work, and should as such be a bit faster. It has also fixed a few edge-case bugs as well, relating to the key UI, which is also more performant now.
FIXED
- Fixed the ability to drop "none" and other possible inventory fixes:
Previously it was possible to drop a weapon without having picked one up, causing the player to drop a non-functional weapon called "none". This has been fixed, and may also have fixed other inventory related issues, however, this requires more testing to be fully determined.
IN-DEV
The features listed below are not currently in the game, but are in development for future updates. It is not guaranteed that the features listed here will be released in the next update, and they could be scrapped or put on the backburner. If this is the case with any feature, I will be sure to say so, and not just remove it without mentioning it.
- MODULAR AI:
Work has started on modular AI, however, it is only in its design phase. Here I've designed 'modules' or actions for the AI to use, but these have yet to be implemented. Part of the process was breaking down the current AI actions and standardizing them, as to remake the current enemies, but also new elements to allow for new features and enemies coming in the future. I don’t know quite when this will be ready for testing or release, but will keep you all updated.
- UNSTABLE LEVELS:
Unstable levels are procedurally Generated levels where loot is more common, but there is a limited time to reach the end of the level. These levels are not pretty yet, and haven't been properly balanced either. They still lack variation as well, and as such, they will not be released quite yet, but perhaps in an experimental build coming soon.
- WEAPON QUALITIES:
Weapons will also receive an update soon, adding qualities that modify their stats. This system is in early development and experimentation still, and doesn't quite work correctly just yet, but will be worked on and most likely added to an experimental build first before being in an official release.
That’s basically it for this update, thanks for playing and reading! If you have any feedback or suggestions, do let me know and I’ll try and give a reply when I’ve read it. Thanks!
Get CINIS - Classic
CINIS - Classic
A Rogue-like FPS with inspiration from QUAKE
Status | Canceled |
Author | Alexander Lind |
Genre | Shooter, Action |
Tags | First-Person, FPS, Low-poly, quake, Retro, Roguelite, Singleplayer, Unreal Engine, Weapons |
Languages | English |
More posts
- So what happened with CINIS?21 days ago
- EXPERIMENTAL RELEASE 1.8 E0Jan 18, 2023
- 1.7.2 Released!Dec 09, 2022
- Alpha 1.7.1 Released!Dec 04, 2022
- OVERKILL UPDATE - Alpha 1.7Oct 11, 2022
- Lessons from failed game projectsSep 05, 2022
- Launch + Upcoming content!Sep 05, 2022
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