Author Topic: Steel Seraph- An original game inspired by The Guardian Legend  (Read 37090 times)

deepshock

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Re: Steel Seraph- An original game inspired by The Guardian Legend
« Reply #60 on: March 31, 2019, 06:44:00 AM »
 :bluelander: And it is now available, at $4 CAD.  :bluelander:

https://itch.io/game/summary/35172
https://gamejolt.com/games/steel-seraph/89348

Since it's week 1 of its early access launch phase, I will be continuing to aggressively work on it, as I have before, to find -ANYTHING- wrong with it. Patches will be weekly if any issue is discovered or any new thing is implemented..

Any bugs found between tomorrow and April 6 will be fixed on April 6th. Saturday is weekly patch day (though I will do a patch earlier this week. Possibly, Monday night.)
« Last Edit: March 31, 2019, 07:51:09 PM by deepshock »

deepshock

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Re: Steel Seraph- An original game inspired by The Guardian Legend
« Reply #61 on: April 15, 2019, 12:57:29 PM »
Steam page:

https://store.steampowered.com/app/1052390/Steel_Seraph/

V1.2.1

- In civilian areas w/ no foes, Seraphine's weapons will be greyed out and unusable.

- Jinn, Dahu, Veela, Korrigan AI updated with better telegraphs.

- Starting info text updated.

-Version # in title screen.

deepshock

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Re: Steel Seraph- An original game inspired by The Guardian Legend
« Reply #62 on: May 19, 2019, 03:11:56 PM »
May 17 (1.4.0) Changes:

Zoomout for bosses (Game option, off by default)
Gradualization of pause menus restored after initial Stencyl 4.0 problems
Pre-dialogue sound on mission control messages
Act 3-A (Jeong Island Cave rescue) added.

April 23 (1.3.0) Changes:


-NPCs and bosses that warrant an arrow have the main/side arrow underneath their arrow to distinguish main objective NPCs/bosses and side objective NPCs/bosses.

-Main and side arrows enlarged.

-The prologue to act 3 has been added, before 3-A actually starts. This includes all NPCs new to act 3 and their dialogue.

-Lingering main arrows in District 13's comm terminals fixed.

deepshock

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Re: Steel Seraph- An original game inspired by The Guardian Legend
« Reply #63 on: June 30, 2019, 07:43:03 AM »
Act 3 videos. It's a short act (it has to be), effectively an interlude dealing with a fairly original enemy. I know I'll have to add a standing animation for cave-in survivors, and change some other things, but here's an update of what I have so far, since it's been a month and more since my last one.

https://www.youtube.com/watch?v=vkysBuJ4MT0
https://youtu.be/JrSBZit_D94
https://youtu.be/GMigGQZVTKk

deepshock

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Re: Steel Seraph- An original game inspired by The Guardian Legend
« Reply #64 on: July 06, 2019, 10:21:47 PM »
Steel Seraph v1.5.0 is now available for Linux as well as Windows on #itchio, steam and gamejolt.

https://deepshock.itch.io/steel-seraph
https://gamejolt.com/games/steel-seraph/89348
https://store.steampowered.com/app/1052390/Steel_Seraph/

+ Minimap added
+ Districts 11, 12 and 13 are now 5x5 screens instead of 10x10, as requested
+ Act 3 is complete (Jeong Island cavein, X52I Omnistation, Nymph battle on Omnistation Rooftop)

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Re: Steel Seraph- An original game inspired by The Guardian Legend
« Reply #65 on: October 15, 2019, 08:25:28 PM »
https://www.twitch.tv/videos/495022105 TheThreeTwo (Goes as far as the end of 1-E/Manananggal)
https://www.youtube.com/watch?v=RJNVWKu5OuA (Goes as far as the end of 1-A/Golem)

In the first video there is a debug value I forgot to remove. The crash in 1-C has been resolved not long after I saw the video.

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Re: Steel Seraph- An original game inspired by The Guardian Legend
« Reply #66 on: November 02, 2019, 06:16:03 PM »
1.6.0 available on Windows and Linux, via Gamejolt, Itch and Steam.

https://deepshock.itch.io/steel-seraph
https://gamejolt.com/games/steel-seraph/89348
https://store.steampowered.com/app/1052390/Steel_Seraph/

Demeter Battle changes


-Persephone health nerfed from 1000 to 500, speed nerfed from 20 to 15.

-Spore pods face the player and fire 3, rather than 5, bullets per second. They can fire from off screen, but the bullets are slow enough to dodge.

-Spore pod clouds form on spore pod death. If the spore pod times out rather than being destroyed by Seraphine, the post-death cloud radius doubles.

-Gas collision damage nerfed from 400 to 100
(10/24)

-Air mouse movement speed now matches regular air speed. (10/26)


Windigo changes

-Changed how the pre-Windigo scene works (interlude cooldown instead of page advances)

-Instead of immunity, half damage on weapons used too often

-Minimized animation timing inconsistencies both before and during battle.



Nymph changes


-Nerfed Nymph health from 15k to 10k

-Nerfed Pragmatichorisis enthrallment hazard slightly (15% less when Seraphine has 0 shields)

-Psychikravgi telegraph moves around while charging, shakes screen and turns white when it activates.

-Nymph 80%+ enthrallment sound distortions now take the form of 10 different 'wrong' sounds.


General


-Seraphine and her weapons will move approximately 33% faster

-Signposting improved in areas where it was found to be unclear. For example, at the start Seraphine is warned to rescue the engineers if she attempts to enter the second floor of Fauconvert before she has taken out the Golem in District 13 .

-Nerfed Kirin bullet speed (50 --> 30) (10/26)

-Disable mouse and halt mouse movement when the mouse is not onscreen (10/26)

-Allow both d-pad AND joystick movement in all stages. (10/26)

Minotaur arrows now clear on defeat.



-The Hera City theme has a different instrument for its main melody, one that's a bit smoother.

- Use Right Stick- On by default instead of off. (10/26)

-Gamepad is now stable, and bugs related to sticks, buttons as well as inputs have been fixed.

-Shutendoji is defaulted to left facing.

-Prevented entry into other areas during Doji fight. Lengthened the long form dialogue box significantly.

-'Black box' glitch eradicated in areas where found.

-Made it so that in menus that allow for it, the down face button (A on Xbox, X on PS) is confirm, and the right face button (B on xbox, O on PS) is cancel. Fix quick key config, for the interface and to make sure confirming makes everything work. CJ-Bat is now 40/120/360 damage per swing. In addition, swinging the bat holds Seraphine in place for a half second. Changed how mid-conversation scene changes work, slightly (The moment the time scale becomes 1 again, it triggers. Formerly, they was based on page advance button presses.)


Gauges for ammunition and crisis trigger duration (when active for Awareness, Mercy, Patience) are more visible.

Eliminated a narrow area in the east part of D-12.

Removed 'mid-game zoom', as it caused problems with visibility and refuses to work with Linux.

In most cases, especially on ground, enemy bullet speed has been capped at 30 unless heavily telegraphed.

Forced a .5 second message timer cooldown after getting equipment.

Added a zoning cooldown of 1 second that requires you not to fire in order to tick down, before entering a new area. Also, require a button press (clearly marked) to enter an area.

Maintained speed while strafing on the ground