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PROJECT IMPACT 0.1 - first preview release

DOWNLOAD LINK: https://drive.google.com/file/d/1ODKMNpY5zu-B7ugvt_1-B-M_mcro80Z1/view?usp=share_link


Hello everyone! Sorry for the wait. After 6 months of forming the 1st prototype, learning game development, fixing gamebreaking issues, making another smaller game to tune up; the first Preview build of Project Impact is finally here!

Currently, the intention of this build is to give you guys a preview of how the base combat is going to be played. This game can be played on either single player or Splitscreen co-op.

I definitely have plans for how the final game is envisioned, such as exploration, and larger scale combat, but I really want to be realistic and also, I don't want to announce anything I can't showcase and let you guys play.

A video regarding the scope of the game will definitely be posted in the future. Realistically for the things I want to include, resources are really essential, and since I've been going at this solo just as how I did all my mods in the past, I will definitely have to rely on crowdfunding or kickstarter but even with those options, there is a standard that has to be provided before availing those

So even before even considering those options, my goal for now is to gradually get there, by establishing the features bit by bit as well as adapting feedback and concerns.

As I stated, I will be constantly releasing updates as soon as the features are scaled or balanced. Constant polish based on feedback as well.

Here is the Game's current page that shows a brief description on what it's about and where it's at:

https://adriiiiii.itch.io/project-impact

Ideally, a steam page will be created in the future too, when a few other features I will showcase soon is ready.


Also just to clarify, all of you guys here on patreon DO NOT NEED TO BUY the game/preview/prototype on itch, all of you guys will get access directly here

INSTALLATION:

1.Download the Project which is a 7zip file

2. open the 7zip file and extract it to any folder you want

3. Go to the game's directory and run "ProjectImpact.exe"


Anyways, again I can't thank you guys enough, Game dev definitely is no joke, but it's a very rewarding experience and was only possible thanks to you guys! Also, I really need to work on my fucking socials and communication, but having said that; More stuff will come in the future and as always, Happy Modding and Happy Gaming!

PROJECT IMPACT 0.1 - first preview release

Comments

should i uninstall other animations mods and mco before installing ?

Rabyth

based on the feedback, sounds like indicators and a more clear tutorial is definitely an issue, anytime the player is stunned, kneeling down(heavier reaction caused by injuries), breaking out of stagger, can be done by rapidly tapping dodge. All staggers can be broken through this method. I'lll definitely work on indicators to highlight this option when you get stunned,

ADRI

After a bit more testing, I found the stunlocking to be so often, that it becomes infuriating. Could of course be a skill issue, but it is still highly annoying. (Edit) And then there is the "kneeling" mechanic, where for some reason, you go down on one knee, and can not move. The stun locking is also to a point where you can not roll out of the way, even with full stamina, and can not block either.

Benlazer

download link unavailable http://1.download/

The Lost

Thanks for the opinions! I really look forward to hear feedback, Bannerlord was able to add options for movement based stance and mouse/right stick based stance switching and I do plan to add that too, currently most of the code is there but the input wasn't placed yet because I had to make sure it wasn't janky with Gamepads, since I still hadn't finished the range system at this time, Now range is nearly done, I can definitely incorporate that option soon

ADRI

From what I have played, it feels pretty solid. However, it is so easy to get stun locked, especially when knocked down. It sometimes feels like if you get hit in a certain way, its near certain death. This is due, from my experience, the fact that some attacks are quicker than the time needed to be able to roll away/block. Another note, due to the stances being locked to movement, it can feel a bit unresponsive at times. Since it is lock on, I think a mouse movement rather than character movement would be more intuitive? In the end, these are all just observations I made, and I still enjoyed what I have played, and will definitely be playing more of it

Benlazer


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