DD 57 Build Finalized


A great deal of work went into this build. Therefore, I have decided to skip 0.9 and christen this demo Alpha 1.0.

Things are still extremely rough and early in a billion different ways, especially the assets, BUT the main skeleton of the game (shooting, switching weapons, abilities, collecting items etc.) is starting to solidify and approach the level I had set to myself when I first started.


Here's the changelog:

    New level, earthQuake. It's inspired by the first level of Quake, Slipgate.

    Maximum resolution lowered to 720p.
    Initially I added it to fix my fullscreen toggle, but I actually ended up liking the whole feel of it.

    Loading screen added. This should mitigate some of the stuttering issues, though I will probably have to go back to it later.

    Swapped primary and secondary weapons. Yes you can stop complaining about it now.

        Animation frames added for shooting and getting hit. Hand drawn by my mother.

    Trophy Gallery added. You can now try and search for all 42 easter eggs hidden in the various levels.
    Good luck with that, I placed them myself and I still struggle to find some of them.

    Blorb.

    Simple weapon switching animations added. Very easy to make, surprisingly complex to implement with the rest of the code.

    Fixed some controller support issues. (this stuff will haunt me forever)

    Most of the UI has been moved into "3D Worldspace", for greater immersion.

    Custom level loader added. You can create your own level in blender and roam around in it in my game. You can even add your own music!

    In this level, you can access the "debug mode" by holding the right arrow key and then pressing tab.
    This way you can spawn enemies in your own custom games, though I still have to solve some issues with baking the navmesh at runtime.

    Indicators for which weapon is currently equipped added.

    Max Altitude and Low Fuel indicators added. Just like Hawken.

    The best completion times for the Zanzibar and earthQuake story levels are saved to file. This way you can effectively speedrun them.

    Monitors added for the character portraits in the cockpit.
    They even have a CRT filter, to give more the impression of them being actual computer screens.

    Third person heal camera. Just like Hawken. (Except you can't turn it around while healing. Sorry.)

    More and hopefully better cutscenes, before and after the missions.

    Invert Y Axis button in the control settings. I don't know why you would ever want to play it like that, it's not an airplane, but now you can.

    Added an elevator and a horizontal moving platform.

    Restart button added to pause menu.

    Rudimentary inventory system added.

    Tank item added. It attacks the nearest enemy, retreats when too close, and follows the player when no enemies are around.



I hope you will appreciate my efforts. My game is still ugly and unbalanced and broken, but I plan to keep making it better, even just a tiny bit, every single day.

Files

awoken.apk 638 MB
Jul 04, 2024
awoken.x86_64 Linux 1,000 MB
Jul 04, 2024
awoken.zip 606 MB
Jul 04, 2024
credits.txt 11 kB
Jul 04, 2024

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