[IMPORTANT UPDATE] V9.6.2 - DEVELOPMENT PAUSE, TUTORIAL, BETTER MANTLING


Hello hello, it's been a while since the last update and I thought I should explain some important things about the future of AC!
DEVELOPMENT PAUSE
Unfortunately I've deprioritised development of Agility Control to focus on an exciting new project codenamed, Project: Spellkiller.
I started this project around v8 of AC, as I was using it to take a break whenever I hit a roadblock. But in the past few months I was advised to focus development on it so that I could have something more robust to present. This doesn't mean I'm ceasing development, I still want to deliver a fun platforming expierence. This also means I can backport any new features or code I use in Spellkiller, which is extremely exciting to me as it might just mean the character will be using a spray paint can instead of just creating spray paint out of thin air!
Now onto the changelog!
TUTORIAL LEVEL
This tutorial level is probably going to be the basis of a lot of the main level structure of the game, as it works a lot better to have short bursts of linear exploration rather than big open worlds, so expect more design like this in the future.
MANTLING REWORK
Long story short:
You don't clip through walls anymore when you mantle!!! (hopefully).
Plus: When sprinting you gain a small speed boost that keeps your momentum going!
LEVEL REDESIGNS
- The Farm has a new snowy mountainous sheen to it! I thought it better fit the aesthetic of the abandoned farm, and made it a lot easier on performance to remove all the water, which didn't honestly add much to the level in the first place.
- New Orleans is now a nighttime level! The structure of the map fits a night level a lot more, and it makes it so that the player has to explore more to be able to complete the level.
- Warehouse has added details and rebalanced design! It's more of a blockout now and has added interactables and vents for certain goals. It was a bit empty and dull before, and it still hasn't got quite too much to do but these new additions help liven it up a little.

CLOSING THOUGHTS
All in all I'm hoping that very soon I can resume development on Agility Control and use all that I have learned to make it an all round fun and memorable experience! I'll have the Spellkiller page running very soon and hopefully it'll provide insight into what I'm learning and what my vision for that is :)
Regards,
THWEK
Files
Get AGILITY CONTROL [pre-alpha v9.6.2]
AGILITY CONTROL [pre-alpha v9.6.2]
Make your mark in this high speed, high altitude Y2K platformer!
Status | In development |
Author | EVIL THWEK |
Genre | Platformer, Puzzle |
Tags | 3D, Arcade, Retro, Singleplayer |
Languages | English |
More posts
- [MAJOR UPDATE] V9.6.1 - GOALS REWORKED, LAG OFF, HIGH PROFILE MOVEMENTOct 23, 2023
- [MAJOR UPDATE] V9.5 - UI + MOVEMENT REWORKOct 10, 2023
- [MAJOR UPDATE] V9.4 [NEW LEVEL - WAREHOUSE]Oct 10, 2023
- [MAJOR UPDATE] V9.3!!! NEW HUD, LEVEL REWORKSJul 21, 2023
- Converting Blueprint into C++ code (and why you shouldn't neglect either)May 21, 2023
- First official preview release of AGILITY CONTROL!May 16, 2023
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