New demo added, plus some fixes and new additions to Heir's Sword!


First of all, sorry it's taken so long to get this update out. I started this project in the height of lockdown, where I had a lot more free time. It's still a solo project that I continue to work on occasionally in my free time.

I'm proactively trying to keep this supported, so please, ping me with any bugs you come across.

Now that that's out of the way... here's what's changed with this new update.




Nowhere

Demo added. It's a fixed-camera survival horror, with inventory management and lots of zombies to contend to. To give you an idea, here's some gifs of what to expect.




Heir's Sword

Additions

  • Boss has two new attack stages. If you get stuck, remember to use the environment to your advantage. I hope you enjoy the new challenge!

  • Added a block mechanic. Simply walk backwards from your attacker, but be careful, you can only block one attack at a time.

  • As the King comes in for an attack, there will be a short period you can attack him to cancel his attack altogether if you think you can hit it in time
  • Added some tutorials

  • Checkpoints are much clearer now
  • Knights will block damage except during attack animations
  • Reworked Goblin attacks. They won't corner you as much now, and present a larger threat if you're not paying attention
  • Updated secret room
  • Small updates to the UI look
  • During his first stage, the Skellington King can now take damage from behind, even when not in his stun state (get yourself a little extra damage in while he's trying to reposition himself)


Fixes

  • AI should no longer jitter between path and player when trying to avoid obstacles
  • Added barriers around certain areas of the map to avoid accidentally falling down where you don't really want to (not everyone is used to tank controls)
  • Updated the HUD fonts to be much more readable
  • You no longer get stuck in the fixed camera at certain angles around the boss room door
  • Updated the boss cutscene camera cuts to be less jarring
  • AI no longer play dialogue when dead
  • AI silly enough to try it will now become enflamed when walking into fire
  • Swinging a sword at fire should no longer magically set the player on fire
  • Moved the checkpoint in the boss room closer to the middle to accomodate new boss stages
  • Skellington King doesn't practice ventriloquism during cutscenes anymore
  • Really toned down the smoke particle effects from destructibles
  • Updated par time to reflect changes made in this update and made it more achievable
  • Increased goblin walk speed
  • Fixed input not being correctly disabled during cutscenes
  • King animations will now play correctly
  • Attack no longer breaks interaction
  • Quartered knight health
  • AI shouldn't just stand there not knowing what to do when you attack them on occasion
  • Better dungeon ambience
  • Fixed some logic with jumping
  • Slightly increased jump distance
  • Added a little more coyote time to platforming areas of the map
  • Lifts are now raised from the ground making them more obvious



Menu

Fixes

  • Selecting games that don't have maps packaged in the build don't trigger the loading screen any more
  • Updated credits to correctly credit those involved a little more
  • Unavailable menu items are now coloured red
  • Added a splash screen so you know when the game is loading in the background for those with slower PCs



Misc

  • Added a command line argument for CRT mode. You can now just use -CRT instead of trying to dig around in the ini file.

Files

unreal-playstation-demo-win.zip 1 GB
Version 1 Sep 04, 2022
unreal-playstation-demo-linux.zip 1 GB
Version 1 Sep 04, 2022

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Now this takes me back