Post-jam v2.0 (Sep 11th, 2024)
Motion Paradox » Devlog
New content and features:
- Adds 3 new ranged enemies: Scout Gear, Interceptor Gear, and Destroyer Gear.
- Adds spinning animation for enemies.
- Adds a turn radius property to the enemies' AI so they don't abruptly change their direction while flying.
- Adds highlights to bullets and projectiles so they don't blend to the surroundings, which makes them easier to spot.
- Adds a spreading property to the player's gun, which determines the accuracy of the weapon.
- Adds a camera switcher script responsible for switching between different camera in the scene.
- Adds a new aiming mechanic for firearms that allows the player to hold down the aim button to pan the camera further in the direction the gun is pointing.
- Adds a recoil effect for firearms that causes the muzzle to climb upward and back upon firing.
- Adds pointers that show up and play a sound effect when the player's mouse is over UI buttons.
- Adds recoil effect and projectile spreading for ranged enemies.
- Adds more sound effects: explosions, notify sound when the portal activates, metal impact sound when enemies are hit.
- Adds post-processing effects to the scene, including Bloom and Vignette.
- Adds text typing animation and sound for the dialogue text.
- Adds an option to adjust dialogue speed in the Gameplay section in the Settings menu.
- Adds a prologue cutscene.
- Replaces the static crosshair with a dynamic one that expands or shrinks depending on whether the player is firing or aiming.
- Main menu and settings menu are now implemented, allowing navigation between scenes adjustment for audio, graphics and aim speed.
- Implements a versatile dialogue system using inkle's narrative scripting language, Ink. The system can handle basic dialogue flows, branching flows, choices, metadata tags and external function calls.
- Replaces the tutorial text with an interactable book that triggers a dialogue when interacted with.
Improvements and optimization:
- Each enemies now has a unique attack pattern.
- Enemies can now drop multiple types of loot based on their chances in the loot table.
- Reworked the attack pattern of 2 existing melee enemies: Pawn Gear and Suppression Gear.
- Improved the enemy spawner logic of calculating spawn positions and spawn rates.
- The game over screen now displays different messages depending on the current state of the time portal.
- Overhauled the ammunition count HUD by adding animations for each actions, such as reloading, chambering, firing and pushing up.
- Dropped items will now disappear after a certain period if not picked up, preventing them from scattering all over the ground.
Bug fixes:
- Fixed an issue where melee enemies are still moving when time stops right after they initiate charge attacks.
- Fixed an issue where the health bar animations behave abnormally when updating health, leading to glitchy visuals.
- Fixed an issue where enemies' health bars rotate out of position as they change direction while flying.
Files
Motion_Paradox.zip Play in browser
72 days ago
Motion_Paradox_Windows_x64.zip 31 MB
72 days ago
Motion_Paradox_Linux.zip 31 MB
72 days ago
Motion_Paradox_macOS.zip 41 MB
72 days ago
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Motion Paradox
A steampunk-esque top-down action shooter game within an unstable dimension.
More posts
- Post-jam v2.1 (Nov 04th, 2024)18 days ago
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