PROJECT_REMNANT: AE_Ninja standalone v1.1 update
Keep an eye out for this post, I may perform small updates within 1.1 that will be marked with alphabetical characters (ex; v1.1a. v1.1b, v1.1c, etc etc)
1.1d notes (10/6/2022, 5:44PM PST)
Minor bug fixes
Grapple attack particles no longer stick to player
All parts of enemy now dissolves on death
Fixed bug shown in video of enemy still being stunned after death
Fixed ninjutsu stickiness. Letting go of R2 and right click too soon when casting will automatically cancel the spell immediately.
Fixed Atk buff particles location for right sheath
UI changes
Added buff counter
Changed simulation motif to orange
Added title animation
Added death transition into loading screen
Gameplay
Enemies now properly stunned when hit with charge 3
Grapple now costs 1/3rd ki bar, same as fire spell
Unarmed mode no longer makes enemies friendly
Enhanced bar will now properly drain against 1 enemy however it may get stuck for a bit while fighting multiple enemies. For now I will leave it as is.
Update 1.1c notes (latest version of 1.1c was uploaded 10/4/2022 at 10:40AM PST)
10/4/2022 Bug fix
Fixed combo and enhanced bars not properly losing percentage
Major Bug fix
Left shift was unintentionally performing aerial dodges instead of ground dodges. Gamepad was working as intended.
Gameplay adjustments & additions
Added combo counter
Added new circular bar to signify how long enhanced mode lasts
Adjusted camera height and distance
Adjusted grapple requirements
Disabled glow on hit fx
Update 1.1b notes
Major bugs fixed (highly recommend downloading the latest version 1.1b to avoid these issues)
Bug preventing player progress from being saved
Bug preventing focus mode from being properly and consistently triggered
Minor improvements
Hit fx now properly changes rotation
Glitch sound now plays at proper timing with enemy body dissolve
Gameplay
New air combat mechanics
Press attack while in air to execute air combo
Press charge attack while in air to perform helm splitter
Attacking during glider mode lets you kick enemies
Press jump after a launch for a boosted jump
Added double jump
Added glider mode (third jump)
Update 1.1a notes
Grapple attack (only works on stunned enemies and consumes Ki)
Improved juggling; basic attack 4 & charged attack 4-2 now launches, enemy now properly reacts to hits while in air
Update 1.1 notes
Optimization
Vsync turned on to fix screen tearing
Gameplay
Player will now spawn at a safe location during map start
For gamepads, Loot action remapped to L2 and unarm mode remapped to R2
Unequipped mode - enemies do not attack
Charged attack 2 now stuns enemies
Enhanced charged attack 2 buffed
New buff item drop that increases Crit rate temporarily for 60 seconds
New costumes for enemies, new variants will randomly show up
Fire breath auto aim adjustment
Focus mode now cannot be triggered while performing a ninjutsu spell
4th hit of charge 4 attack now launches
Crit chance of AE_Ninja lowered
Amount of defense given from drops decreased
Back weapon location adjusted
Bug fixes
Death animation now properly shows when player health reaches 0
Fixed invisible eye on AE_Ninja
Enemy no longer moves when knocked down
Enemies stuck in unreachable areas? Delete your save file located here;
\Users\yourusername\appdata\Local\PRBUILD1\
UI
UI adjusted to be more in the middle
Cool little bug I didn't patch up, you're able to play the game with the pause filter. Pause the game, bring up the tutorial menu, then toggle the tutorial menu off and the filter should stay on.
Base Standalone gameplay
Welcome back to PROJECT_REMNANT, this time around things will be different! The new character release will be standalone in a more optimized 2gb package. This stand-alone variant has a roguelike game loop where the player can loot buff items from killed enemies. Purple items will increase the player’s attack and blue items will increase the player’s defense, the stats will be saved by the game and will remain permanently even after you die or leave the game, until you reset them. I have not put a cap on stats so it’s possible to reach a point where you will take no damage and enemies will die in one hit.
Unlike my previous builds, this one is fully functional with little errors and an improved combat system. The character in topic is AE_Ninja!
She’s a spellcaster melee hybrid with both modes relying on eachother to be efficient in battle. Heavy and light attacks add to the Ki gauge which can be used to perform powerful ninjutsu attacks. Once a ninjutsu attack has been performed, heavy attacks become enhanced for a short time and these attacks and can recover Ki much faster. Dodging at the right time will enter focus mode and pressing the heavy attack button will perform a piercing charge counterattack at the enemy dealing a significant amount of damage and also recovering some Ki.
After working on a tutorial series, I decided to go back to the basics of how I made my past character movesets. The tutorial character ending up being much more polished and clean than the old models so I built on it and this is the product!
Some key differences between this and the older characters;
Charged attacks no longer can be spammed
Upper and lower body no longer separates with movement
Directional dodge and dodges do not glitch out or lock the character in place
New hit system implemented that makes it easier and faster to produce new characters and perform heavy amounts of juggling and other hit events.
New UI system that the character relies on for her kit.
Attacks, dodges, and other movements and interactions will not “break” eachother like the old characters.
File size is 2gb compared to the main project being 20gb when packaged.
Juggles can be performed based on a tag system, launch, maintain, and knock back..
Optimization:
The game (should) automatically apply settings based on the performance of your PC. FPS is properly capped to 60. File size is 2gb compared to the main project being 20gb when packaged.
Controls: (can be seen ingame when pressing T or select on gamepad)
Left mouse button, x/square - light attack
Right mouse button, y/triangle - heavy attack
Left ctrl, b/circle - dodge
Q, left trigger - pick up
E, left stick button - lockon/lockoff
J, D-pad down - change outfit
V, Right trigger - equip / unequip
F, Right shoulder - Grapple (requires ki, only works on stunned enemies. Enhanced Charge attack 2 stuns enemies.)
Hold right mouse button, y/triangle for ninjutsu mode, release to launch spell, 3 spells can be used and requires 1/3, 1/2, and nearly 3/4th bar to cast
heavy attacks are enhanced for a few seconds after a spell is used
Dodge at the right time to trigger focus mode, then press right mouse button, y/triangle to launch counterattack
Run forward for a few seconds to trigger auto sprint, press right mouse button, y/triangle to launch sprint attack
Files
Get PROJECT_REMNANT: Cosmo Succubus & AE Ninja standalone
PROJECT_REMNANT: Cosmo Succubus & AE Ninja standalone
Jump straight into combat with multiple characters, styles, and movesets in this ever evolving hack n slash prototype
Status | In development |
Author | TakiGames |
Genre | Action |
Tags | Beat 'em up, Fantasy, Female Protagonist, Hack and Slash, hack-n-slash, Ninja, samurai, Sci-fi, Singleplayer |
Languages | English |
More posts
- PROJECT_REMNANT - Damage text & character switching preview: Cosmo Succubus + AE...Apr 20, 2023
- Cosmo Succubus Standalone playable character updateMar 22, 2023
- AE_Ninja standalone v1.1d - buff counter, big fixes, final character tweaksOct 07, 2022
- AE_Ninja Standalone update 1.1c - Combo counter, enhanced bar, camera adjustment...Oct 04, 2022
- AE_Ninja standalone v1.1b - Aerial combat, glider, bug fixesOct 02, 2022
- PROJECT_REMNANT AE_Ninja stand-alone playable character updateSep 21, 2022
- PROJECT_REMNANT 1.3 preview (WIP)Aug 03, 2022
- PROJECT_REMNANT 1.2 releaseApr 01, 2022
- Character Tutorials complete!Mar 17, 2022
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