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Mayhem ZXNewsArcade Mode Progress Update #3
Community

Arcade Mode Progress Update #3

Mayhem ZX · published 29 Aug 2018, 01:42 UTC

All newsPlayers around this dateRead on Steam

Okay, first off we feel obligated to apologize for the long spell without providing any word. Even with everything on our plate, we should have been more consistent with our progress reports. It isn't fair to the few people who have eyes on this game, and it was our mistake.

Alright, so that pill’s down. Let's get to the meat:

In this Version:

- Implemented screen shake.

- Implemented Grenade Pickups.

Bug Fixes:

There have been a lot of them, but here's a couple of the main ones that we've nailed down:

- Fixed a game breaker involving body parts crashing the game.
- Fixed a problem with the general accuracy system firing bullets from above and below the barrel by recalculating the angles used to determine a gun's accuracy upon firing.
- Fixed a grip of bugs with the trap grenade.
- Tons of other quality of life bugs, specifically with the movement system. Feels like a dream!

In the Works:

Arcade Mode:

Things to Kill:
- Glith Turret - Opens up to fire three bullets toward the enemy, revealing crit points.
- Flying Dagger - Hovers above the ground. After detecting the player, chases them down using a spin attack. In close range, attacks with a slash. The blade part blocks bullets, shoot the central node.
- Claw Ent - Walks around, jumps up and down mid-sized ledges, and slashes at the player.
- Thwart Root - Large, walks around and slams downward.
- Stone Bull - Charges player, shell takes little damage.
- Assault Rover - Fires side mounted gun at players, drives around.
- Rogue Beamer - Flies around and fires a large laser beam straight downward.
- Cuspate - Small and weak, jumps and dives into player, dealing damage with a spike on its head.
- Needle Crawler - Walks along walls/ceilings/floors a la Metroid. Withdraws into shell and extends spikes when a player is in range. Impervious to damage while withdrawn.

- Alternate Character Palettes

- Region-based Map Generation

- Tilesets and multiple variations for each region

Multiplayer Mode:

- Smoothing out the camera movement

Bonus!

- Foot Traffic Maps (Just for us, sorry ;3)

We're working on even more cool stuff, but these are all of the major milestones that we thought worth mentioning. We're also constantly trying to assess our workflow and improve as far as productivity is concerned. As always, please don't hesitate to voice any comments or complaints through our
Contact Page, or through the Mayhem ZX Steam Community.

Once again, apologies for the long silence, and thanks for keeping an eye on Mayhem ZX!

Original post here

More from Mayhem ZX

Other announcements

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Community30 Jun 2018Hey all!Just popping in to let you know that the Mayhem ZX dev team is still going hard till death to put together a solid arcade experience! We're currently gathering development screenshots for a full description of where we're at, so stay tuned!Community28 Apr 2018Arcade Update #2Hey, everybody! I just thought it would be a good idea to sort of lay out Mayhem ZX's current state of development and give an idea of where we're at, and what you have to look forward to. Let us know if you have any thoughts or questions! General - Movement system reworked. - New platforms implemented that allow the player to drop through. Bullets can not pass through the platform. Grenades ca…Community10 Mar 2018Mayhem ZX -Arcade Update #1Hey what's going on guys, we're excited to talk about the progress we've been making with the new Arcade Mode for Mayhem ZX ! Just a quick disclaimer though, first off, Sorry for the quality of the gif's you're about to see, we need to find better ways of creating them. And secondly, just about all the art you are about to see are strictly place holders. Also, we post full blog post about devel…