Here is the full change list: World Design Update: Lairford South o6 more world squares have been added to the play area, completing the Tenements and Harbor districts. oCurrent game mode is set in a 500x200 playspace with explorable rooftops, landmarks and essential shops. oNumerous decoration bits and pieces have been deployed in available world squares to flesh out the town. oMost shaders and environment textures have been rebuilt or overhauled to add more detail to the world. oWe have also built a relit version of the city that is more demanding in hardware performance terms. We will also make that version available on a beta branch while we work on optimization features. oMore background music and ambient audio has been deployed in the city. Player Character Updates oThe Ghoul has been remodeled and retextured. oThe 4 player characters (the Ghoul, The Vampiress, the Promethean and the Witch) had various animation updates and tweaks. They also include transitions for certain states. oMore character abilities and mechanics have been implemented. oAll player characters now have a sprint attack. oThe Ghoul can now lay and detonate traps. Laying a trap can also be used as combo with melee attacks. He has access to a special, ricocheting shot and a super shot that penetrates. He also has more knife attacks with different properties to build combos with. oThe Vampiress can now steal different buffs based on enemy strengths when she performs Essence Drain. Her Impaler is now a special attack. She can activate a short duration, powerful life drain buff as her new super. oThe Promethean now has a very strong, special punch. He had most of his attacks tweaked to have wider attack arcs. He can buff his defenses with his power button. oThe Witch can now receive randomized beneficial effects when she reveals a card with her power button and casts a set of randomized harmful effects on enemies around her when she reveals her hand in her super attack. She also had her attack animations tweaked to transition better. oThe 4 player characters received a texture and shader update. These changes will become more apparent in the relit version of the city. oMore player attacks and abilities now have particle and sound effects. Starting Area Update oThe starting area has been changed. It is now more compact and contains several new interaction platforms. oPlayer character customization is now accessible via the interaction button (F on keyboard, X on gamepad) at the character select screen. There are 3 styles and 4 color sets available per player character now. oPlayers can view, unlock and equip different weapons at the Arsenal. oPlayers can view collectible items and game information at the Collection platform. oThe new game platform by the collapsed tower can be used to start a new, single player game. oThe Game Narrator now provides basic guidance in the Start Space to start teaching the player in a free form tutorial. oThere is a small island built to give the player a space to practice jumping and wall jumping. oThere is a small island built to give the player a space to practice combat basics with dummies. It also has a health / stamina / magic / comeback refill spot so the player can replenish character combat resources while practicing. oThe newly built starting space islands will be properly polished later. Game Content Update oPrimary and Secondary objectives have been overhauled. They now have more content and allow for a completion of a session. oThe primary quest line is separated into 5 phases with 3 possible tasks per phase. oSecondary goals are selected from a larger pool and distributed to all players. oThere are also free form goals on the map such as treasures and faction VIPs. oUp to five tiers of essential passive & consumable items have been added to reward lists and treasure chests. More complex items will be distributed to the same outlets in waves. oEach player character has 10 collectible weapons in-game now. o50 unlockable lore bits are in-game. Most have been redeployed to better reward exploration in the newer city districts. oNPC encounters have been redistributed to populate the updated city map and to provide a smoother difficulty curve. Systems Updates oThe AI framework has been updated. Both pathfinding and combat mechanics have been improved on. oFixes to combat systems have been made. Core mechanics have been overhauled such as combat states, blocking, parrying, reversals, frame advantages and disadvantages. oWeapons clashes and parries can now set involved characters to a recoil reaction state. oGuard crushes have been simplified in implementation. This change will allow more polished animations. oAttack types, dodge types and guarding are now better arranged in a RPS flow. Horizontal attacks defeat sideways dodges and deflect thrusting attacks. Overhead attacks deal double guard damage and break through horizontal attacks. Thrusts punch through overhead strikes and catch enemies dodging backwards. oGlancing hits are enabled on NPC attacks. oThe animation system driving our characters and combat system has been overhauled to better integrate with engine features and to enable more detailed transitions. oThe GUI has received a visual update. An ongoing under the hood revamp will make future updates easier and faster. The city map can now be accessed by pressing the inventory menu button (Tab on keyboard, Back on gamepad). oImprovements have been made to performance. Batching now works and culling has been optimized. oVarious small fixes to characters, abilities, effects and content.
[ 2018-11-16 10:42:07 CET ] [ Original post ]
🎮 Full Controller Support
- Monstrous Depot Linux [8.5 G]
Monstrous offers a fresh take on directional melee combat and what a game with a strong combat focus can do in greater context.
If you have enjoyed the fighting pace of Dark Souls, the dueling gameplay of Jedi Academy, the world building of Legacy of Kain: Soul Reaver & Vampire: the Masquerade Bloodlines or have fond memories of looting your friends' graves in Moonstone: A Hard Day's Knight we would like to invite you to join us on our journey to breathe new life into the "rivals on a quest" formula in a new, dark fantasy world undergoing industrial revolution.
SKILL BASED, ROBUST MELEE COMBAT
We are bringing competitive fighting game mechanics to the 3rd person action adventure genre. Dodge incoming attacks and aim your blows in skill based melee combat without target locks. Apply pressure to guard crush opponents, employ zoning tactics, block and counter attack enemies to turn the tables and punish turtling foes with grabs. We have built a solid backbone to make a respectable fighting experience accessible and playable in the 3rd person action format.DIVERSE CAST OF PLAYABLE MONSTERS
Classic Gothic horror characters and villains are presented in a dark graphic novel art style. Player characters with signature fighting styles, powers & skills bring their own approaches and solutions to gameplay scenarios.SESSION BASED, "ONE MORE GAME" FORMAT
Take on the dangers and secrets of the city in adaptable, short and long play sessions. You can also invite Steam friends to take over other monsters in play for a game night with your buddies, or join other players on the Steam network via quickplay if you prefer a multiplayer experience.THE CITY IS YOUR PLAYGROUND
Prowl on rooftops to ambush foes, discover items and collect lore bits. Cast rituals to manipulate the city and to help or sabotage other monsters in play. Complete shared quests, defeat random encounters and compete for power as you get closer to the final showdown in the ancient heart of the city.- Processor: Intel Core i5 2.4 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Radeon HD 7850 or GeForce GTX 660
- Storage: 4 GB available space
- Processor: Intel Core i7 3.2 GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Radeon HD 7970 or GeForce GTX 770
- Storage: 4 GB available space
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