(Alive & Lush) Minor Update - 0.2.1


Aye everyone, Kio Klash is receiving yet another update, which may be larger than I was anticipating for it to be, but the update brings new polish throughout the entire game, and also as always brings some new mechanics and content too!

Intro:

This update isn't as large as 0.2.0, but still is by no means small. So without further a do, we'll just get into it!

----====New Additions====----

Kio Isle:

Kio isle (the setting of the game), has gotten it's first overhaul. This overhaul has made the island actually come to life, and has completely revamped the maps. So Kio isle is no longer a small floating island. Rather, it's an actual entire island that you fight on. The new map that was created for this overhaul is used in both Brawl and Survival modes. I tried my best to get the beginnings of the world of Kio Klash to form in the island. So as always I hope you enjoy the changes!

Lighting:

Kio Klash has now been updated with new lighting! The game actually has dedicated lighting rendering, and all levels in the game now use this. Along with this, there are two different types of lighting that are used. Firstly, the lighting on Kio Isle, and the second is used in the tutorial, which is our next feature!

Tutorial:

As the game has progressed and gotten more content the need for a tutorial has grown more apparent, as for most users won't have me readily dispensable to backseat game for them and tell them all the controls and mechanics. So the early stages of a tutorial have been made. Although, it is still very early in it's development. I more so just wanted a framework of a tutorial ready. This tutorial does the bare minimum. So please don't expect anything amazing, yet. The plan is to upgrade the tutorial with each update the game receives. As if I just finish it now, some parts the tutorial may become obsolete later when the game possibly changes it's mechanics.

Upgraded UI:

Along with more content and mechanics, not only did the need for a tutorial increase, but also a UI rework. The UI has gotten an entire new configuration. That hopefully should be WAY easier for the player to read. Everything is currently functioning with the new UI, except for the newest Dash Gizmo, which needs some more tweaking before it can be shipped out, but for now it just gets to sit there and look cool. Lastly for this portion, the Finisher Gizmo got a whole new look! Instead of being an obscure red insignia, it is now a boxing glove. So no more staring at it and trying to figure out what the hell it is.... hopefully.

Enemy AI:

Enemies have become slightly more equipped for combat. Sprouts no longer freeze the game if they don't find a Seedler to bolster, and Sprouts can also now choose different Seedlers to bolster if the one they orginally selected dies. Additionally, Seedlers will no longer randomly pause in the middle of the arena, and then proceed to fight the air. These Seedlers have since been asked to resign...

Dash Rework:

As I think I stated before. I've been wanting to rework Dashing in Kio Klash, and I can now say finally that I did it! The new system with dashing finally more accurately represents the idea I had in my head for dashing in the game. Dashing can now be held for a "prolonged dash", which can be carried out as long you have stamina. The dash can also be just tapped quickly for a quick burst to dash past one enemy. The new system lets you with better ease navigate through enemy lines, and either evade or squeeze in between two enemies that you want to beat-up. So the goal is to have more control with dashing, and have the ability to use it offensively or defensively based on your playstyle.

New Menu:

The menu has gotten a new look, that more accurately fits with the new theme of the Kio Isle. Along with this the new map has also received some small new mechanics to make the world feel more alive. Some of these features are the occasional migrating birds, passing clouds, and new mountain range background. The goal is to make the world feel less static, and make the area of combat more interesting to fight in.

Light Controller Support:

This is one of my favorite new features. The game now "lightly" supports controllers. I say "lightly" because again this is my first game. So I am very new to development, and even newer to controller support. So there may be some issues with it, I apologize. Anyway, the controller currently supports most actions in the game, except for magic and menu navigation. The plan is to have full controller support, but for now this is the extent of support I have figured out on my own. So there is more to learn! I have tested it out, and from my personal bug seeking, I have squashed all the bugs I could find, but as always there may be more hiding!


Extras:

Currently, the tutorial does not specify the button mapping for controllers, but the plan is to change this in the next patch. As I just wanted to finally release this patch and get feedback on the new content and polish. For now I will paste the button mapping here below, and lastly I just wanna thank you all for the immense support! The last build of Kio Klash got 12 downloads, and that's huge for me. So I can't thank you all enough! Also, the 0.3.0 update is scheduled to release after I finish with builds 0.2.2, and 0.2.3 at least. As I want to get more polish done before I proceed with huge new mechanics. Anyway, that's all!

Controller Mapping:

Movement = Left Joystick (Both)

Blocking = Left Bumper (Both)

Dashing = Right Bumper (Both)

Special Attack = X (Xbox) or Square (Playstation)

Light Attack = A (Xbox) or X (Playstation)

Heavy Attack = B (Xbox) or Circle (Playstation)

Finisher Attack = Y (Xbox) or Triangle (Playstation)

P.S. : I only was able to test with an xbox controller. So please let me know of any issues with a playstation controller, thanks!

Sincerely, JaxLou.

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