
Sorry for taking so long for this update. I am taking some bigger steps in this one. It is still an ongoing effort and certainly not done yet, only the intro and data center stage are actually updated to the 3D platform. More is coming, let me know what you think!
- The main character can now wall-running. You can run along the wall horizontally or vertically for a short time and then jump off the wall. This allows dramatic 3D parkour freedom for the platforming.
- The main character jumping and landing movements are now much more smooth to help the parkour feel.
- Rolling and parry now can cancel any motion at any time on the floor.
- Katana and firearms are now faster.
- Enemies AI overhaul, the AI is now can aim up/down
- Enemies AI can now jump up/down the platform
- Enemies AI now running/attacking much more aggressively
- Enemies AI can navigate any 3D space without a pre-map graph (sometimes a little glitchy at this moment. Making AI to recognizing 3D space without any map graph is harder than I thought. )
- Wall running/jump added into the tutorial (recommend you to see it)
- Datacenter stage remake with 3D stage design. (Other stages should follow later versions)
- Fixed an issue with high refresh rate monitors making enemies twitching, theoretically, I don't have a high-speed monitor to test, uniformly.
As almost everyone test played the game says, just corridors with enemies are not enough. So, I want to try some megaman-style enemy/platform in which the platforming is tightly integrated with your moving/fighting strategy and not just a map for you to run around and find some coins.
It is definitely rushed, as always. But I will keep working on it until it makes me happy. Let me know what you think!
Brain Hack Magic