New Year, New BASILISK!


Hi everyone,

I'm excited to announce that after roughly half a year of radio silence, there's a new build of BASILISK! I regret not regularly posting updates, and I anxiously awaited the moment I could release a new build with all the changes I wanted to be included. Version 1.1 has a lot of changes, and I'll try my best to list the major ones below:

Title Screen and the Safehouse

Adding a great deal of cohesiveness and polish come the Main Menu and the Safehouse! Now, instead of being spawned directly into the tutorial, you load into a fancy new title screen! In addition, when you enter the game or finish a level, you are brought to the Safehouse, a place where you can choose the next level, and interact with the following systems...

Leveling, Gear, and Augments

There is now a fully functional leveling system, that allows you to upgrade key character attributes! For example, if you're a speed demon, you'll want to improve your Agility, or if you like playing tactically and aiming for crits, you'll want to level your Intelligence.

In conjunction with this is the equipment system, where you can equip weapons, and modify your cyborg body to your heart's content! Equipment is currently found in chests placed in levels (some more hidden than others) and binds to specific slots on your character.

Level One (for real this time)

Level One is now in the game - Upper Alegria! It is a sprawling, 3-story residential district featuring two new enemy types (which I won't describe here - just see for yourself!) This took a lot longer to create than I had initially anticipated, but it is functionally complete. There may be some extensive tweaks to the visuals, enemy layouts, etcetera along the line, however.

Rage Rework

The old Rage system was confusing and didn't feel impactful. The new system is simple, and (in my opinion) more fun: build up your rage meter by damaging enemies without getting hit. Once it's full, you enter Rage mode, a state where your damage and movement speed is massively increased. The only way to lengthen the amount of time you're enraged is to keep damaging enemies, so you need to stay nice and violent!

Quality of Life / Game Feel

There are a ton of QOL / game-feel improvements in this update, too many of which to directly mention. Here are (hopefully) the most impactful though:

  • Movement mechanics have been refined somewhat (i.e. fewer bugs, frustrating occurrences, etc.)
  • Weapons tweaked to be more evenly balanced
  • Damaging enemies feels juicier (flashes, particle effects, etc.)
  • Animation tweaks of all sorts
  • Major optimizations (the new custom LOD system can cut out 97% of unnecessary geometry!)
  • And a bunch more...

Final Notes

There's a lot of stuff in this update, and I frankly don't expect a lot of it to work exactly as intended. If something isn't working right, or you have suggestions of any kind, please reach out to me, and I will get to work!

And, once again, thank you so much for playing my game!

Also, keep an eye out for a snazzy new trailer I will (hopefully) be making.

Files

Build_Win_1_1_0_0.zip
Jan 07, 2023

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