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Скачать игру Xenno The Rogue v1.4 [Alpha] - торрент, игра на стадии разработки
|Рейтинг: 10.0 (1)|
• Разработчик / Developer: Инди-игра (14535) от Meaty_McLazerPantz (1)
• Жанр / Genre: Платформеры (вид сбоку) (3331); Зомби игры (384)
• Тип игры / Game Type: Beta-версия (игра еще в разработке)
• Размер / Size: 148.79 Мб.
• Оценка игроков / Game Score: 10.0 из 10 (всего голосов: 1)
Xenno The Rogue - 2D платформер с пиксельной графикой и классическим олдскульным геймплеем. Вам предстоит бороться с нежитью и зомби, чтобы спасти свою семью.
Версия игры ОБНОВЛЕНА с Alpha v1.3 до Alpha v1.4. Список изменений внутри.
Язык интерфейса: Английский
Движок: Unity 5
This is a major update, far more substantial that the previous updates thus far. Lots to cover.
So this is the first demo update since Xenno The Rogue was put on Steam Greenlight and shown at PAX East 2017. I received an enormous amount of feedback from doing both (both positive and negative) and had the opportunity to observe many people playing my game at PAX (hundreds) to get an idea of what issues needed to be addressed and how to move forward with development.
IMPROVED CHARACTER ANIMATIONS
The most obvious change in this build is that all of the character animations have either been greatly improved, or redone entirely, with the interest in making the characters move more dynamic and smooth. Everything from how the characters walk (swinging arms and such), to how the main character climbs a rope, hangs from a ledge, and swims, has been improved or redone, including the actual movement code itself. All of the characters walk and run and swim in a rhythm now, corresponding with how their arms and legs are moving, as opposed to simply moving the character sideways at a steady pace, resulting in more lifelike motion.
JUMPING ATTACKS REMOVED
The next major change has to do with an observation I made of players at PAX. I noticed that on level 2, a number of players would climb up that first rope, and then awkwardly attempt to jump off and attack the archers on the platform above the blue gate, only to miss and plummet to the bottom, where they would have to climb the rope again and try to do the same thing with the same result. That wasn't how that situation in the game was designed to be handled at all, and I'm glad I got to see this behavior for myself so I could take appropriate steps to improve things.
First thing I did was remove all jumping attacks. They were already pretty awkward to begin with, but then watching people try to use them just showed me they really shouldn't even be in the game at all. Rather than awkwardly jumping off the rope and trying to attack the enemy archers, it is far more effecient to jump off the rope and grab the ledge, hanging there for a few seconds until it is safe to pull yourself up, doing so and then attacking them.
Besides removing the jumping attacks so these aren't attempted anymore, I also included a tutorial popup on the first stage to explain how the ledge grabbing/hanging mechanic is most effectively used in this kind of a situation. Xenno can grab and hang from the ledge indefinitely without falling or taking damage, and I could tell that players didn't realize that. The tutorial popup is my attempt at trying to explain this and how the mechanic was meant to be used to be the most effective.
AUTOMATIC LEDGE GRABBING
The next gameplay modification I made was making ledge grabbing in mid-air automatic. You no longer need to hold down JUMP to grab ledges. If a ledge is in range of being grabbed, Xenno will grab it now, and hang there indefinitely until you decide if he should pull himself up or drop down.
Another notable control improvement I made is what I am calling "jump forgiveness." I had the pleasure of meeting and hanging out with Sebastien Benard of Motion Twin (Dead Cells) at PAX who spent a few minutes playing Xenno and remarking how it reminded him of the old side scrolling Prince of Persia games from back in the day. He noted that in Prince of Persia, gravity would not "kick in" immediately if you ran off the side of a ledge or tried to jump across a gap and miss-timed your jump button press. For a brief instant, you could still jump even though the character was technically in mid air. It made jumping far less annoying and less likely that someone will miss their jump and fall. This was a suggestion I loved, and implemented. Huge thanks to Sebastien for this improvement!
If you are familiar with the Street Fighter games, you'll know what this is. Because Xenno's fighting mechanics are heavily based on attack combos, I have implemented some attack buffering to improve the controls. Now when you try to fire the bow while throwing an axe and the button is pressed too soon, the attack will now buffer and the bow will fire as soon as it's possible, rather than just not working at all.
ENEMIES REACT TO DAMAGE NOW
A small but significant change is that now all of the enemy units (besides zombies and the rock monster) react to being hit now. Instead of just ignoring the axe that hit them in the face and attacking you, they now get stunned for a few moments, allowing you to follow up with more strikes and kill them.
YOU CAN'T KILL THE ROCK MONSTER
Lots of players persisted in trying to kill the rock monster, to both comical and frustrating results. I added a floating text popup above the rock monster each time he gets hit that says NO EFFECT. I also reduced the damage of his punch in half. Hopefully this is enough to make everyone realize it just needs to be jumped over and avoided and the consequences of messing with it aren't so lethal so quickly.
SWIMMING AND ROPE CLIMBING SPEED BOOSTED TO SUPERHUMAN LEVELS
Another funny observation I made at PAX was that players often got tired of swimming or climbing ropes, to the point that they would just walk away from the game and let Xenno drown. I think mostly the issue was the swimming. Sometimes Xenno got left hanging (literally), but most of the time when people walked away it was because the rock monster killed them with them trying to attack it, or because they got tired of swimming. So I boosted Xenno's swim speed and climbing speed a lot. Seriously, he swims and climbs at superhuman speed now. In fact I'm fairly certain he swims faster than he can sprint, but I have not done any tests to confirm this.
MORE ENVIRONMENT POLISH
I got a ton of compliments that the environments in the game are pretty and colorful, and some criticisms that certain areas need more work. I added some more details, like barrels, boxes, buckets, cloth sacks, etc. I also added some more castle banners/tapestries. Always looking to add more.
MAIN MENU VIDEO BACKGROUND
The video background on the main menu is no longer reflective of the currently quality of the game, but I have decided to leave it as is for now as a placeholder. I intend to replace it eventually.
Xenno The Rogue - Alpha Demo 1.3
This is essentially the build I will be showing at PAX East 2017.
This demo has chapter 4 - the first boss fight - added, in addition to the first three levels present in previous versions.
There aren't many aesthetic changes in this version, but there are bug fixes and a lot of performance optimizations. Older/slower hardware will show a substantial improvement in framerate at higher resolutions.
The boss (Nyte) has not been tested by anyone other than myself. She may be too hard, or too easy, or just right. I won't know til I receive some feedback.
The soldiers say lots more fire and brimstoney things and there are more death screams for improved variety.
A bug which caused Xenno to teleport to another ledge when climbing out of shallow water has been fixed.
Xenno The Rogue - Alpha Demo 1.2
This demo has the same 3 levels as the first alpha demo I uploaded to the public (1.1), but with a ton of
improvements, tweaks, and bug fixes.
I am remembering these off the top of my head. I'm sure I will forget to mention something that's been
changed. I recommend you explore and see everything for yourself, using these points as a primer.
This game is no longer in 64 bit. Systems with 32 bit Windows installed should be able to run this game just fine.
Tons of graphic glitches on older/lower end grapics hardware were corrected. This includes fixes and tweaks for those who don't play in widescreen resolutions. I feel like it may still be further improved. Suggestions and feedback are welcome!
Tons of animation improvements for most characters. Xenno's ledge pull up animation and rope climbing animation have been improved. Soldiers with swords have an overhead slash now. The rock monster was completely re-done. The death animations for all zombies and humans have been improved for a smoother appearance.
The humans no longer damage you on contact. They must land their attacks. Zombies still hurt you though.
The humans with the swords no longer "instant-stab" you the moment you're in range. There is an extra frame of animation where they pause before they strike, giving you a chance to dodge or kill them before they hit you. This makes the knight substantially less threatening.
The "easy" difficulty level has been included along with "normal," and a text description in the main menu has been added to explain the difference.
I added the Compendium to the main menu, so you can see the enemy units, their names, and their stats.
Tons of aesthetic improvements... more parallax backgrounds and foregrounds were added. Fog, clouds, and rain were added. Lit torches with fire that glows and gives off smoke were added. Little pieces of dust lazily floating through the air, more types of grass, dead trees, etc.
Made Xenno automatically pull himself out of shallow water on to dry land. No need to awkwardly jump out anymore.
Made it so when you go near a locked treasure chest or a locked wooden door and you don't have the lockpick, it displays "lockpick required" on the screen.
The music volume has been lowered slightly (7db if I remember correctly) by default.
More death screams for both zombies and humans to improve variety. Humans now yell fanatic things as they fight you.
The main menu appearence has been improved. My "company" splash screen was added. An "outro" screen was added at the end too.
My contact info was added to the credits screen.
And....... that's all that I can think of. There were a ton of bug fixes and tweaks to improve overall
stability and playability. Way too many to remember...
As always, feedback and suggestions are always welcome! Criticism, praise, or both, it's all good. That's
how you make a game good. :-)
Xenno The Rogue is a bloody 2D pixel art platformer with classic old-school gameplay. Once an elite soldier for the brutal authoritarian military responsible for keeping the living safe from the undead onslaught, Xenno now must crusade against his former army to save his wife from their wrath. The quest of this apostate is not an easy one though, so you'll need to help him gather loot and acquire new skills and attacks as he slaughters everything in his path that's bent on his destruction, living and undead alike. Includes completely original pixel art environments and animation, an original metal soundtrack, and an illustrated novel style story. Requires 64 bit Windows (Windows 7 or better).
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