This update include the following changes: • New Weapon: Phaser Rifle • New Level: The Catacombs • UI Improved: Item icons • AI Improvement: Spider Boss Attack less aggressive, added Animations • AI Improvement: Max handles explosives _slightly_ wiser • AI Improvement: Targetting based on line of sight from head rather than center. • Projectile Improvement: Detonatable explosive range increased. • Projectile Improvement: Explosive ordinance can be set off with other ordinance.
Check out the update playthrough: [previewyoutube="-W66t-J-aIs;full"]
Update 1.08
This update includes the following changes: • Updated Feature: DeathMatch structure improved.
• New Feature: DeathMatch level build settings exposed.
• New Feature: DeathMatch record keeping UI added.
• New Feature: DeathMatch side-swap pairing added.
• Fix: Enemy freezer fixed.
• Fix: Max stuck in combination mode.
• Fix: Max parts stuck getting to combined Max
• Fix: Max parts redundant path finding bug.
• AI Improvement: Max parts attack destructible blocks if in path.
• AI Improvement: AI proxy goal logic restructured for optimization.
• Boss Upgrade: Boss 1 rebuilt.
• Boss Upgrade: Boss 2 improved.
• Player Improvement: Holding "down" will push Red downward into nooks.
• General improvements to the gameplay.
If you have enjoyed the game, please leave a good review, it would be very much appreciated. If you have any issues with the game, please post the issue in the forums, and there is a good chance it will be fixed in the next build.
Thanks!
Ryan
Update 1.06
This update includes the following changes:
• New Feature: Permanent Save point added.
• Updated UI: Title star system for # completed.
• Updated UI: Title best SpeedRun time.
• Updated UI: Title global reset button added to settings.
• Fix: Removed gaps in side of walls that sometimes appear.
• Fix: trashcan endgoal nudged over when blocking passage.
• Fix: major crash on boss level 2
• Fix: improved SpiderBoss AI.
• Fix: improved Creeper AI.
• Fix: improved object placement.
• Fix: reduced all item pickup collision boxes.
Update 1.05.070719 still not dead.
This Update includes the following:
• New Enemy: Mushroom (non-combatant).
• New Enemy: Deadly Mushroom.
• New Enemy: Slug (non-combatant).
• New Debris: Coffins x 4 added (Level 3).
• New Feature: Hostage Counter.
• New Feature: Progressive Decoration Addition ( Level 1 only, atm)
• New Game Dynamic: Supercharge effect when all hostages found.
• Music system developed/ready for dynamic music layering.
• Treasure Chest refined.
• Small enemy placement refined.
• Target fps set to 60.
I am not entirely convinced that the mushrooms and slugs are a worthwhile addition to the game. Most of the enemies have pseudo complex AI behaviour, and I need to scale it down to simple AI just blocking the way, or slowly moving back and forth. These were meant to be such an addition, but they don't feel right for the game.
I think the basic building blocks of a fun game are there now, It might be time to start making some beauty passes at the art.
If you like what you see, give the game a good review or if not, let me know in the forums what you would like improved.
Thanks!
Ryan
Update v1.04.062119 Not dead.
Hey team,
Back in the saddle for Animosity. Its good to get some fresh eyes on the project and get some more assets in to make the experience more robust.
This update includes the following changes:
• New event: Locked Door
• New event: Anti-Max Spike Set
• New event: Timed Spear Set
• New event: Roaming Spark Set
• New event: Treasure Chest
• New event: Indy Boulder
• New enemy: Bear Trap (level 1)
• New item: Dynamite
• New behaviour: Keys, Dynamite, and other items are now directly carried by Red and released when used or attack button pressed.
• New behaviour: The X key on the controller (or similar) now plants a STOP flag. Max and Buddies will stop at this flag while you strategize.
• New behaviour: Min health regeneration when driving Max disabled
• New feature: Dynamite has special detonation rules on detonation objects (boulder, door)
• New feature: Destructible entry blocks added, obscuring passages
• AI path behaviours refined
• Baddies are now grouped into pairs and spawned in dedicated zones for that pair
• Level 5 unlocked (will be disabled again in next build)
The next major builds are going to be dedicated to completely honing the gameplay before the time is spent on the art and assets. I am looking for a particular "feel" to play and replay-ability, so fancy art stuff is going to take a back seat while I move these puzzle pieces around and get some feedback from the community.
Your feedback is necessary. Let me know your thoughts in the forums so we can make it a better game.
Thanks for the help and the patience in the community. I look forward to the next steps.
-Ryan
Update 1.02
• Included an input help screen in the pause menu. You can now get a quick reference to the keyboard, as I noticed that was an issue with a couple play throughs.
• Fixed an AI targeting behaviour that now makes the pigeons 200% more lethal! All AI now target and react as they were meant to, which might mean more bullet dodging, but also means Max is now a lot smarter as well.
• Adjusted the mass of Max, so you can push him away if hes laying on top of you.
• Minor level changes like moving the water towers to the background.
• Minion AI behaviour altered to move past obstacles more effectively. They would get stuck behind boxes or objects when combining, causing the combine process to stop.
I have received many questions about the content of the game, and I can assure you that yes, there will be more things coming as Early Access goes on. I am elated to be working on these minor gameplay tweaks to curb frustrations first.
If you have enjoyed the game, remember to give it a good review to let others know. Thanks!
-Ryan
Update 1.01
Quick update to address some basic navigation issues:
• Reworked title screen to have some helper text. This goes against my original principle of a text-less game, but it is fine for Early Access.
• Interface noises refined, interface has a Cancel button to back out of menus.
• Added a Bonk noise to Red if you don't have a weapon. This will hopefully reinforce to players that they aren't doing anything wrong when they hit the attack button and nothing happens.
• Swapped the Jump and Attack buttons. There have been requests by multiple users to swap these, and I didn't think it was a big deal, but it is, so it has been done.
Update 1.0 Early Access Release
It brings me great joy to bring to you the Early Access release of Animosity. I am one year into development into this, and have had a super time through the whole process. Easily some of the most satisfying features I have had the opportunity to work on. From teaching the computer to build a level worth exploring, to enticing my bloodthirsty fuzzy buddies to chase enemies down the street. I hope you enjoy the gameplay as much as do, but as always, let me know what could be better: What are the elements that keep you going vs flipping your desk.
Obviously the work is never done here, so as we move on, you will see more baddies, more bosses, more weapons, power-ups, events, environments and gamemodes. One of the quickest features to be revealed will be online multiplayer which is only a couple tweaks away. Look forward to that in the upcoming month.
Give it a go and a hearty good review to let me know whats up and I look forward to the next update!
-Ryan
Update 0.9.072518
This update includes the following:
• Updated UI to use controller
• UI Sound effects
• Removed instant feedback form
• Rebuilt SpeedRun Construct System (internal)
• Max ignores objects directly above or below
• Stability Fixes
• Throne Room portraits altered
• Added Pause button to controller button 6 and 7
Excuse me while I flop around and try to figure out what versioning number format I want to stick with. I am still debating if Early Access is a 1.0 or a 0.9.
Multiplayer is going to be disabled for EA for a little bit. I would rather release the single and local player first and have more time to iron out the MP. It works, but could always be better.
-Ryan
Update 0.9.01
This major update sees some polishing to the whole game, but most notably is in the inclusion of its bespoke OST. Hand crafted by the audio wizard Ian Shephard. Hope you enjoy it as much as we do.
• New OST added, 5 tracks.
• New music player framework to include a dynamic (sort of) track player.
• Stage particles refined.
• Max AI refined for targeting non-enemy targets
• Companion AI refined to move around certain objects.
• Companion Animation refined for death sequence.
• Level indicators refined
• Level indicator converts to boss health bar.
• Tutorial levels reduced in complexity.
• Queen Boss model completed
• Queen Boss AI refined
• Cannon Base damage effects
• Minor Sound effects added/altered
• Multiplayer button currently disabled :(