Status of the game 13, A bunch of stuff


This is gonna a bit of a long post but it's worth it. I have a lot of new things to show.

First big thing, gunsmithing affects a weapon's sprite.

To make the gunsmithing system more impactful, I made it so that the gun mods affect the sprite.


Using a sprite sheet like in the example above I can make it so that mod add something to the sprite.

Below are a few examples of how sprite can look after gun modifications.





Second big thing,  almost every enemies got animations.

One of the big goal of version 0.5 is to get animations in the game for the players, allies and most enemies and bosses.

It took a lot of time getting the animations done. But I might be able to give them to more enemies and bosses before version 0.5 release.

Below is a showcase of both the player's and first boss animations.



Third big thing, I am starting to update and improve (almost) all the melee weapons drastically.

All melee weapons except the Hunk of Steel (and maybe the Ballistic Fist) will lose their current main fire but will gain a combo unique to the weapon and a charged attack. This will not affect the alt fire that are already in the game.

This will both make each melee weapons more unique and easier to balance with the rest of the weapons.

Below are examples of how the new system works with the Rapier




 Last big thing, work on mission 6 is going well and it's mostly done.

It has a big focus on long combat encounters and is probably the longest mission currently in the game. But do not worry, the checkpoints are plentiful.

To give more variety in those combat encounters I've added a way to easily make alternative versions of normal enemies. The goal with those "elite enemies" is to bring more diversity in combat encounters.





Files

No Name TSS - Version 0.4.zip 48 MB
Jan 05, 2024

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