Hello again, a small but important message about current development on Nakiti Generations.
Within the next few weeks I plan to hire some help to get the game completed, it's reached the point where it would be best for me to focus on the art and coding side of the game while leaving map and world construction in the hands of someone who can finish what I have and maybe improve it, but the important thing is to get the map complete and ready for a full adventure.
I have people I want to contact before I have to search elsewhere, i'll update again once I get this underway.
Thank you all again and I hope to have an updated build pushed out before long.
This is embarrassing
Where has the time gone?
You all likely have a lot of questions about why this game has been rather dead over the last few years and I could give you 100 reasons why but to tldr, life.
I'm really sorry that i've been out of touch all this time to the point where I was scared to log in to see the damage.. but today I am here to roll my sleeves up and get Nakiti Generations back under control with a list of things that have been improved, added or changed over the last few years. This has been in the works for a long time and while it's still not completely ready to be updated today there is a lot of stuff to go over.
I'll start with the most obvious, the visuals. A lot of little things have been colour balance adjusted or outright redrawn and remade to look better, the most noticible change is the new water visuals along with a mode 7'ish look to it's depth as you run and jump around:
There's also now a retro style palette rotation effect on objects where needed such as trees and rocks in the rain.
Secondly the menu systems have been completely re-coded to add in better features and a new potential menu you will unlock as you play to add a little more depth to the metroidvania aspect of the game:
Enemies and foes have been remade, feature new ways to move and have been redrawn to look a lot better:
Plus countless engine improvements, map layout reworks and everything else you can think of that might need updating has likely already seen improvements, I have continued to work on this game where possible over the last few years and i'm sorry it's taking forever to get anywhere but believe me, it's still progressing and it's not cancelled or abandoned or anything like that, it's my failt for being away for so long.
One other big change that you'll see soon is the art, i've taken it under my own arm to redraw 30+ scenes in my own style and will be updating the store page and logo soon, you might not even notice the changes since the style is very similar.
Thank you for still being here on this wild gamedev ride, I hope to bring you more very soon.
Finally! big update is on the way!
Hi all, I am really sorry for being quiet for all this time but I can gladly announce that the game is getting a huge update.... 21st Feb!
This date is set in stone and there's a LOT of changes, fixes and improvements coming along with this update.
It's been a huge challenge to work on this game solo and to the quality I want to reach, I am really sorry for not being around enough to talk about it lately.
Store page updates, version 0.3.1 coming soon.
An updated trailer for the steam page will be available soon showing off many of the new and improved features added to Nakiti Generations, it has been a year now since the Store page had it's video and screenshots uploaded and they are all due a refresh.
Version 0.3.1 is coming very soon and includes many more areas to explore, new foes to fight and more power-ups to put to use, I thank you all for being part of the development of Nakiti Generations and showing your support.
Update 0.2.2 - custom controller layout support
Hi all, in this latest update you will now have the ability to re-bind controller buttons for all controllers that work with Nakiti Generations so far! fixes have also been made to support more usb controllers.
The quality of custom keybinds will improve over time but this is an important start.
Update 0.2.0 patch notes
Hello everyone and thank you so much for waiting all this time, update 0.2.0 is nearly here, below is a list of changes or added features in this build:
- Game version changed to 0.2.0.
- Minor improvements to the main menu in how things are handled.
- 'Demo clear' flag changed to match up with the second boss room (boss coming in next update)
- Ongoing improvements to performance, small steps with more to come.
- Bloom and filter changes and improvements.
- Existing tilesets have had minor visual updates and changes.
- Small sound effect changes and improvements.
- Jumping through one way floors improved.
- Dropping off ladders improved.
- Player animation playback improved (ongoing) you should see less pink squares appear on animation clashes.
- Added a new area, the caves (ongoing)
- Green key card now works to open green doorways
- Elevators have been added.
- New skills have been added.
- New enemy types have been added, Bats, Wall Crawlers and Chomps.
- Rolling enemy AI has been reworked and changed.
- Floating ball enemy movements has been adjusted (ongoing)
- A handful of engine changes to fix bugs and issues (ongoing)
This update will be live in the next few days, I thank you all for waiting so long and from here on out everything will be at a much faster pace. Without your support this game would not exist in this state so thank you!
WIP screenshots from update 0.2
Hello everyone, the end of January update is a little delayed but I am hard at work getting it complete ready for everyone to enjoy, here are some screenshots from the current developer build showing off part of the second area.
January Plans
- First update will add tutorial boxes and flesh out the items menu to show the gear you have collected and allow you to read about what each item does, this update also changes how the controller inputs work in prep for custom control layouts and directinput support!
- Second update will be adding new playable content, the current build ends at the first key item found so I will be adding areas that follow this up to the entry point to the second unique looking zone.
I also plan to get another update out by the end of January to add even more, fix bugs, some changes, new enemies, all that good stuff but it's hard to give a solid time estimate, best way to look at it is to expect an update every week or so, no later then that between each.
Thanks again and any questions always feel free to throw them my way no matter how big or small.
The first update is due any day now once I am sure it's not broken anything important.