LAUNCH UPDATE (0.1.0)
Hello There De-buggers!
I hope you all are working hard to destroy all avatars in the town. Before I go any further, I'd like to thank my fellow devs and the beta testers who volunteered to help test/create PRJCT_CTRSS. Without them, CTRSS would be stuck in development hell with no certain release day insight. So, once again... THANK YOU!
Now, on with the devlog!
Ashe (Player Character)
- Re-enabled Ashe's Hitbox
(DEV NOTE: During Development, we needed to turn off the Hitbox to test other areas such as Debug Tools or Avatar Interactions without interference. Now that the game has reached public testing, we're satisfied enough to re-enable it. Hopefully, this should address the Button-mashing playstyle we've observed; as well as add the demo's overall difficulty.) - Added invincibility frames (recovery period) every time the player is hit by avatars
- Fixed bug that allowed avatars to deal up to three times their normal damage with a single punch.
UI
- Added a "Game Over" Screen When Ashe's Health Reaches zero.
(DEV NOTE: Now that Ashe's hitbox is enabled we can finally add the GO screen to close another area of the game's core loop. Keep in mind that death will not save your progress. We may look into this feature provided there are enough requests for it.)
- Fixed and Rebalanced the Audio Settings inside the Pause menu and Main Menu.
AVATARS
- Adjusted and polished hitboxes
- Fixed the Rotation issue where an avatars mesh would "spin" after health reached zero.
GLITCH
- Added a 5 Second Cooldown before Glitch starts healing allies again.
- Allowed Glitch to Fight if there are no other enemies they can help.
- Added animation to show when Glitch is healing Allies
(DEV NOTE: While Pacifism is a great strategy for players in other games, we found that Glitch's heal ability became annoying for players to counter. To deal with this, we added a cooldown to limit the amount of help it can do for fellow Avatars. If there are no Avatars nearby it can help, Glitch will begin to fend for itself.)
QOL
- Removed the ability to move using the Arrow Keys.
- Added the option to restart the Level from the Pause Menu.
- Redesigned the Player Health bar to make shifting between the Debug Tools easier to read.
- Changed the models for both AVATARS and Player.
- Added Background Assets, Removed Whitebox Layout.
- (DEV NOTE: Paint is now applied. will monitor to make sure no bugs spawn in because of it)
Misc.
- Removed the Placeholder Barrier in Arena 4a.
- Adjusted the View/Walls in ALL ARENAS to show the full layout.
- Removed Debug UI for Avatars placed in Level.
- Updated store page to give info on Debug tools.
- Added SFX whenever the player switches to a new debug tool
That concludes today's update. I know some of you are disappointed with the demo currently not having a tutorial or intro sequence. Rest assured, I will make sure this is included in some form when we launch, later this month.
Until next time,
Sayonara
Osamu "OSAKA-6" Saburo
(Game Producer/ UI Design)
Get CHROMA (PRJCT_CTRSS)
CHROMA (PRJCT_CTRSS)
Punching, is a valid option for Debugging.
Status | Released |
Author | OSAKA-6 |
Genre | Fighting, Action |
Tags | Arcade, Beat 'em up, Low-poly, osaka-6, Side Scroller |
Languages | English |
Accessibility | Color-blind friendly |
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