NIMIS UPDATE Prealpha 1!


NIMIS Prealpha 1 - IT'S FINALLY HERE!

Welcome to Prealpha!

This build is an almost complete rework of enemy AI and player shooting mechanics, and the biggest update to NIMIS yet!

(The prototype versions are still playable. I will keep the 1.0.2 and day 1 build on this page for now, but might move them to their own dedicated page soon.)

WEAPON CHANGES

- Added multiple weapons the player can pick up (Pistol, Glock, MP5, Shotgun, Sniper, Smart Pistol, UMP-45)

- These weapons can drop off enemies, with more powerful guns dropping rarely from eaten enemies. 

- The player now starts with a semi-automatic pistol instead of an MP5

. - Gun damage has been changed from an integer to float-based system, allowing for better and more precise balancing.

ENEMY CHANGES

- The Gunner AI has been completely remade, using an A*-based system instead of mindlessly following the player's position, actually allowing the Gunner to chase the player like a maniac.

- The Gunner's HP has been reduced from 8 > 5 to make it a two-hit kill.

- The Burst Gunner has been added. Sporting a green, upgraded appearance, the Burst Gunner will act more aggressively, attacking the player with a UMP and firing in bursts of 3, while also boasting more health than its blue cousins. 

- Ninja stars now have a windup animation and will despawn after a time has passed.

PLAYER CHANGES

- Added a low HP warning sound.

- Added invincibility frames for the player when hit

- Tooltips have been added to show how much a player has recieved from a pickup, and what weapon they picked up.

- Lockjaw now starts with a pistol instead of an MP5.

- Eaten enemies can now drop weapons.

- The player damage value is now a float, allowing for more specific weapon balancing

MAP CHANGES

- Nerfed pickups at the edges of the map. 

- New title screen music!

MISC CHANGES

- Redid the logo. Did you know that it was off center and nobody noticed? Now you did.

- NIMIS now has a fancy schmancy custom app icon!

NOTES:

Weapons not being swapped on pickup is temporary. I did this for now because destroy and instanciate functions are terrible and i just wanted to get this build out the door, which is the main reason why this build took so long to come out (i'm sorry for that btw).

If you have any bits of feedback involving weapon balancing, enemy ai or anything really, please drop them in the comments!

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