Commodore Amiga -=Grind - Darkenward City=- demo version 0.3
Commodore Amiga =Grind - Darkenward City= demo version 0.3
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Saberman&IndieRetroNews.com present: Grind
This is a fully playable map of the East side of 'Darkenward City'. Following the release of v0.2 (previously named 'Innsmouth-East'), this new 0.3 version features the same map with minor changes and all the updates added to the game since then (such as the new HUD, brand new graphics for the Pistol and Shotgun, reworked SFX and much more)! As mentioned before, this map is for the moment standalone and will be reworked further in regards to its structure, difficulty and enemies, to become an early level in the final game.
GFX:
-New HUD and Protagonist
-New Pistol gfx
-New Shotgun gfx
-New Shotgun pickup gfx
SFX:
-New Pistol sounds
-New Chaingun sounds
-New splatter sounds (added to all enemy pain and death sfx)
-General SFX update
Gameplay/Misc:
-Renamed the map from Innsmouth-East to Darkenward-East
-Shortcut keys 1-4 used for weapons now (used to be 2-5)
-Temporary fix for silent spawns appearing from nothing in front of the player
-New ambush spawns added to the map
Coding:
-Enemy projectiles now have correct lifespan (solved various bugs with projectiles freezing mid-air etc.)
-Head enemy projectiles now animate correctly (previously there was no animation)
-Screen modes "Checker" and "Shake" are now removed (~30k RAM savings)
-Includes rudimentary level-code system (see level-ending screen) which saves your stats and progress
System Requirements:
Amiga - ADF version:
Minimum: a500 with 512 CHIP and 512 OTHER ram
Recommended: a1200 + fast ram
Credits:
GFX/SFX/Map design : John Tsakiris (Tsak)
Additional Code : BSzili
Additional GFX : Dennis Ramberg (Pixel Shade)
Original Dread game and engine : Krzysztof Kluczek (KK/Altair)
Source:
https://www.patreon.com/Grind_Amiga
https://pixelglass.org/#grind
Download:
https://www.patreon.com/Grind_Amiga
@Saberman #Saberman #IndieRetroNews #amiga #amiga1200 #commodore #grind
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