v0.002.1: Moveset Streamlining

This update focuses on streamlining Atien's moveset and fixing a few other things up. While it is a smallish update on the surface and does not add any new levels or anything, it does change the overall game feel quite a lot due to certain moves becoming streamlined and simplified.
All Characters
- Removed Stamina system
- Falling out of bounds is no longer an instant death, and instead removes 40 HP and respawns you near where you fell if survived
- Added an input that snaps the camera behind the player (currently hardcoded to Left Ctrl and the Left Trigger on a controller)
- Increased midair control
- Removed Crouch
- Improved ledge climb on moving platforms
- Auto-Follow camera mode no longer gets confused when on a ledge or ladder
Atien Ebrias
- Moveset:
- Atien's Secondary on the ground has been changed from a Block into exclusively his reworked Parry; Air Block is still intact
- Removed Down Strike entirely, making former interactions with enemies and objects either default or tied to a normal Air Slash instead
- Parry:
- No longer comes with an Uppercut attack, and is instead purely a counter to incoming damage.
- Added default bind to controller's right face button.
- Air Block:
- Decreased active duration
- Now works omnidirectionally, so you will not be hit from behind if the Air Block is currently active
- Attempting to Air Block once more after Air Blocking then Spiral Dashing no longer makes Atien snap out of diving state
- Spiral Dash:
- When destroying a target, it now ensures you gain some amount of upwards momentum if below a certain threshold
- Now always prioritizes attacking a Locked-On enemy
- Atien can now do a diving Air Slash after a Spiral Dash. These do not provide any movement benefit, but fill a former "one more attack after diving" niche that the Down Strike formerly provided.
- Atherian Draw:
- Fundamentally reworked as an ability, simplified and buffed. Spectral Swords now automatically seek nearby targets after being summoned, rather than requiring this functionality to be activated manually (and removing the assorted other behaviors that were activated in other ways).
- Multiple Spectral Swords will now attack the same target if it has enough health to require more than one hit to destroy; otherwise, they spread out to seek separate targets as before.
- If a Spectral Sword arrives to the location of a previous target that has since been destroyed, it will refresh to seek additional targets.
- Increased spectral sword auto-target radius.
- Lock-On:
- Camera angle now defaults to the one previously used while Blocking to make Parries easier to time.
- Camera now snaps to looking over whichever shoulder is closest at the time, allowing it to be repositioned dynamically.
- Visual:
- Now blinks
- Added idle animation
Enemies
- Fixed parried projectiles on both the Power Sprinkler and Stomper enemies, which erroneously did not deal damage to the source enemy.
- Fixed strange behavior with Air Turrets getting confused returning to cover
- Parried Crester projectiles no longer destroy other projectiles.
- Fixed an oversight where Spectral Swords did not damage Sawtop enemies.
Objects
- Flowing Water no longer disables Air Spiral and various moves when jumping out of it, making it less punishing to fall into.
- Decreased amount of coins gained from both regular and large bundles.
- Fire Ring Button and Springs now bounce the player up when landing on it normally, since the previously-required Down Strike to do so was removed.
- Rollers can no longer be knocked back with a normal Slash, though they can still be Parried.
- Spikes are unchanged, but they are a more dangerous hazard now due to the lack of a Down Strike to bounce off of them unharmed.
- (Probably) fixed issue of vertical Pistons randomly not launching the player, increased horizontal launch strength.
- Added extra set of alternating moving platforms to Horizon Towers, reducing the need to wait for the other set to come back down when climbing.
- Lock-On no longer targets Springboards
Levels
- Slight alterations overall to account for the new moveset changes, primarily in Rise Park and Distant Outlook.
- Made the tutorialization segment for different air attacks in Rise Park more forgiving, and better clarified what to do in the associated Tutorial Node.
Miscellaneous
- Edited some of the Tutorial text to reflect changes to player control
- Removed most Lore and Errant Transmission info nodes - Will be integrated as actual storytelling in the future
- Added Delete All Save Data button to Level Select
- Fixed the game trying to interface with VR devices (I think)
- Removed hitch when scrolling through levels with save progress in the Level Select menu
Files
[[CURRENT]] Runecrossed v0.002.1.zip 731 MB
3 days ago
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Runecrossed (Test Build 02: Atien Revamp)
Explore the mysteries of Cyne and beyond.
Status | In development |
Author | Zerio |
Genre | Platformer, Action, Adventure |
Tags | 3D, 3D Platformer, Dragons, Exploration, Fantasy, Furry, Singleplayer, Third Person |
Languages | English |
More posts
- Devlog #2 - Atien Only, Scope Adjustments96 days ago
- [RELEASE] Test Build 02: Atien RevampJan 09, 2025
- Devlog #1 - The Road to Test Build 02 (+Video)Jan 07, 2024
- v0.001.1Aug 16, 2023
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