OVERKILL UPDATE - Alpha 1.7
OVERKILL UPDATE - Alpha 1.7
Yo, so new CINIS update finally came out!
For this update I chose to focus on expanding the offensive capabilities of the player, by adding weapon qualities, weapon upgrades, and runes. Additionally, there's two new weapons, which also have new damage types, heat and electricity. All of this adds more variation to the possible loot, as well as overall combat ability.
All in all, I do like the content added to this update, but it's also becoming clear that I need to add more levels, and add some more enemy variations. So that'll most likely be what Alpha 1.8 is about.
Feedback + socials
If you want to give feedback about the game, you can either comment it either here on Itch, or you can use the feedback site to see options, or use the form there to give feedback. Any feedback is appreciated! I've also started to use Twitter more to give out updates and previews of the development. On my YouTube I'll upload devlogs for the major updates going into what I did to make specific parts of the update.
Anyways, I'll leave you with the full Patch Notes now, thanks for reading!
Patch notes:
NEW FEATURES
- Added weapon qualities:
Weapon Qualities modifies damage, speed, and ammo consumption of weapons. Currently there are four qualities:- Normal: Same as previously / base stats. This has no modifications, and it's color is as such just white.
- Ancient: Slower, less damage, but also lower ammo consumption. Weapons with this quality all have an orange glow.
- Swift: Faster, less damage, lower ammo cost. Weapons with this quality all have a green glow.
- Powerful: Slower, more damage, higher ammo cost. Additionally, explosive weapons have a wider range and bigger explosion. Weapons with this quality all have a red glow.
- Added the Lightning gun:
The lightning gun is a new weapon which produces electrical arcs that look similar to lightning. This weapon is the first, and currently the only, weapon to use electrical damage. - Added the Flamethrower:
The flamethrower produces flames, which ignites any enemies it hits. The flames move slowly, and deal little damage themselves, but consecutive hits ignite any hit enemies and causes them to burn dealing a lot of damage over time.
This weapon is also currently the only weapon to use heat damage.
- Added runes:
Runes can grant passive buffs, and powerful abilities.
God-Rune of Thun - This rune grants the ability to throw lightning bolts, which arc into other enemies and deal damage to those too, allowing for huge chain attacks on clusters of enemies. Additionally, it grants full immunity to electric damage.- God-Rune of Fir - This rune grants the ability to throw fireballs, which explode and ignite any enemies within range. Additionally, it also grants full immunity to heat damage.
- Rune of War - This rune grants enhanced speed, health, and double the max ammo capacity, allowing for more aggressive fighting and more rapid fire weapons.
- Rune of Protection - This rune grans more health and armor, as well as a 50% damage reduction to all damage types. It pairs great with explosive weapons, or brave playstyles.
- Added damage types:
Damage types can affect enemies differently, and cause buildups of select effects. Currently there are three damage types:
Physical - Bullets, melee attacks, ect. Basically everything there was in the game already.- Heat - After enough damage, it causes the burn status effect.
- Electric - After enough damage, it causes the shock status effect.
There is also expanded functionality for damage type resistances, however, this hasn't been utilized just yet.
In the future with an upcoming enemy overhaul, this will be utilized, and the player will also be able to get damage resistances and weaknesses.
- Added status effects:
Status effects are applied by certain damage types. Currently there are two:- Burn - Causes the hit actor to start burning, and take damage over time.
- Shock - Causes the hit actor to be slowed, and lose control of their movement slightly.
All status effects can be applied to both enemies AND the player, however, no enemies as of yet utilize any weapons which causes this buildup, at least not yet. This again, will come in a future enemy overhaul update.
- Added weapon upgrades:
- Weapons can now all be upgraded, to adjust their damage, speed, and ammo cost. The upgrade menu is nested inside of the detailed weapon widget, and upgrades cost steel. More types of upgrades and more balancing around them to come at a later point. For now, have fun making OP weapons.
- Added steel:
- Steel is a type of currency used for upgrading weapons and their stats. There are plans for expanded use cases, but these have yet to be implemented.
- Added Detailed Weapon Widgets:
- Pressing the X key (or whatever the key is bound to) pulls up a detailed stats page of the currently selected weapon. This expands on the existing weapon widgets, showing more info in plain text and numbers. Qualities and abilities are both described in detail of what they do, and how they work. The stats for the weapon is shown in numbers, and in real-time, meaning any changes to the stats are shown. Some weapons gain fire rate from aiming for example, which is shown in the detailed stats menu.
- Added new explosion effects:
- The new effect more clearly shows the explosion, and it's size. This was deemed necessary as explosions now have different sizes based on its damage.
- Added social media links:
- Three links total, one for my YouTube, one for Twitter, and one for the new feedback page, on the website.
- Expanded the super secret dev console with new functionality
FIXED
- Fixed inventory related bugs:
- I've hinted at inventory related issues having been fixed in 1.6, but it turns out it probably wasn't at that point (Oops). But now, I can confirm that weapon duping is most likely fixed now, though, it could still happen, but then it would have a different cause. Tell me if you accidentally (or intentionally) duplicate a weapon, and I'll look into it again.
ADJUSTED
- Adjusted some weapon sound effects to work better with the new weapon qualities:
- Some swift weapons shoot so fast that I had to adjust their animation timings for the sound effect, as those guns otherwise would not play any sound at all, as the animation got skipped too fast.
Files
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?9 hours ago
- EXPERIMENTAL RELEASE 1.8 E0Jan 18, 2023
- 1.7.2 Released!Dec 09, 2022
- Alpha 1.7.1 Released!Dec 04, 2022
- Alpha 1.6 Released!Sep 15, 2022
- Lessons from failed game projectsSep 05, 2022
- Launch + Upcoming content!Sep 05, 2022
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