Game
Hubris: Men and Mars
6 years ago

Version 0-1-1 Update Log


+Changed player sprites, changed Veil sprite
+Added area: CH 2
+Added new enemy: AntiHero
+Added weapons to shop
+Perfected weapon system
+Added 6 regular weapons(2 pistols, 4 ARs) and 2 hidden weapons
+Greatly reduced money received for killing enemies
+Added Mission 3

What’s coming up?
+New Weapons (1 Shotgun, 2 Submachine Guns, 1 Sniper Rifle)
+Change medic and scientists sprites
+Add Commanding Officer sprite
+Add dialogue system
+Ocular upgrade in shop
+Drones in shop
+New Enemy
+New Area
+Veil will follow Player
+Veil’s Story Arc



0 comments

Loading...

Next up

Apologies for the hiatus. However, I have finished Kakariko village now. For the world map as a whole, the game is now 18.3% complete. 90 screens out of 491 for the end result.

Tall Mutants don't go down so easily.

Chapter 2 - In Progress

New Orc sprites, new orc walls, and some art of the Swamp Orc. (2 pictures)

Stamina system is in place. If your unit has a shield, you can set them to "on guard" and they will use stamina to block attacks instead of going directly to their health. Sneak attacking an enemy with an archer is a good way to bypass this. (2 pics)

The current world map. Though I suspect I'll use something different in-game.

Battle Art System is in place! When you score a critical hit, the Battle Art will show up for that unit. (Sorry for the large gif)

Working on the Bokoblin AI. They will have 4 types of personalities that determine how they react, and they also feature vision cones, or rather vision circles (will not be visible). As in the photo they will give an alert when the player is seen.

Updating placeholder sprites for things like the rocks to something much better. Been pretty focused on systems and AI so I have been neglecting the pretty stuff.

Added tall grass that you can hide in.

Added deep mud which counts as difficult terrain for humans, but may have a different effect for others.

And a few tileset tweaks.

(2 pictures)