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Weekly Update! 6-28-2020 (Wire Shot rework, general status update)


(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)


Hey everybody! As you can see above, it's time to show off the thing I was talking about recently - the Wire Shot rework! I mentioned recently that I had thought up a rework for an older powerup that I was never fully happy with, and well, here it is! Part of it, at least. For comparison's sake, I also recorded the old Wire Shot which you can see below, just so you can see how different it is:

Pretty big difference, huh?


The rework focused on two things: making the process of using the Wire Shot much quicker, and bringing its functionality more in line with Crisis Point's design fundamentals. CPE as a game is designed heavily around mobility; the old Wire Shot was slow, and kept you rooted in place while you used it, opening you up to attacks - especially if you missed your shot and had to wait for it to fully extend before returning. Even if you used it successfully, it wasn't fun. It was tedious to wait for the platform you pulled down to start moving upward again, and on top of all that you could only use it on the ground, and only in the cardinal directions. Now, using the Wire Shot is as simple as can be - the game auto-targets any Wire Shot target that's nearby and above you, and hitting the Wire Shot button will immediately zip you over to it, no need for aiming or awkward fumbling. You don't even have to be on the ground to use it anymore!

Hopefully you're as excited about this change as I am - I have some ideas to further incorporate the Wire Shot into platforming across the game, now that it's much more satisfying to use, and I can't wait to implement them! The functionality isn't 100% complete yet, I still have numerous bugs I need to fix, and I want to add in some changes to horizontal pull-blocks as well, but it's functional enough that I'm happy to show it off!


Aside from the Wire Shot rework, Orexius has started work on the BE H-scene for the Crystal Dragon, and our musician is working on pumping out some new tracks for the game as well!

That's all I have for this week's update, though. As I've stated before, our weekly updates are going to be pretty small for a while - we're still working on CPE, but we're spending a lot of our time preparing for the move. The good news is that we have a house lined up at the new place now, so all that's left is to actually get there! Easier said than done, right? Anyway, thanks for reading, and for continuing to support us! We'll see you next week with another development update!

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Comments

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That Wire Shot rework is way more efficient than the old one! Old one was indeed kinda boring but I just put up with it 'cause ever since I tried the demo I knew that I'll still follow its development even if I can't afford to buy the latest version and future versions... for now atleast. CPE is one of the few games that I REALLY want to support in its dev but the wait will be worth it.