Welcome to June’s monthly update for Akuto: Mad World. So talks with a third-party have progressed further and it looks like I will be releasing a different Akuto: Mad World to the one I planned. I got quite a lot of work done this month, but most of that was deleting old code. The process has started to mold the game into the new vision, which I hope to have ready for release in around 9 months. This might sound like a long time away, but with the amount of work to do, it is the earliest the game can possibly get ready.
You can read on to see what major updates were released in June, with a full list of updates following that. At the bottom of this post, you will find what I am planning for next month. And remember, if you like the game, recommend it to your friends or leave us a review.
Akuto: Mad World is now available from Steam, Humble Store, and itch.io. Join me on my Discord server to talk more about Akuto: Mad World and my other games.
New Content in June
Akuto 2.0
With the amount of changes I have to make, I decided to put the new version of Akuto: Mad World on its own branch on Steam. This allows me to continue working and updating the game whilst players can continue playing the original version of the game. Players can also play the new version of the game if their interest is piqued.
Game Modes
The biggest change made so far is the removal of most game modes in Akuto: Mad World. In Akuto 2.0, I added stock [version 2.0] game mode. Stock 2.0 works quite similar to the original stock game mode, where the last character alive wins the match. The difference now is that players start with 3 lives and they need 3 rounds to win the match. A round is a single match, and each round is held at a random level.
A big change I made compared to the original stock, and other game modes, is that now there can be draws in a round. If the last 2 remaining players die simultaneously without any lives remaining, the round will end in a draw with no winner.
Weapons
The weapon system in Akuto 2.0 will be different. Players will no longer start with a weapon or a gun. Instead, players now have to get a weapon/gun by picking them up in the match.
In addition, weapons will now be destroyed after X amount of kills, while guns will be destroyed after X amount of shots. The X number will differ for every weapon.
Parry
The parry move is quite similar to the block move, except instead of pushing the attacker back, it stuns them in the position they are standing. This makes the attacker easier to kill.
Parry works automatically when a character presses the ‘block’ button at the last possible moment when being attacked by a melee weapon.
Round Highlights
At the end of every round (except for the final round of a match), there will be 1 to 3 GIFs showing match highlights of deaths that happened during the match.
Fixes and Updates in June
- Removed sword throw ability
- Removed Level Editor mode
- Removed Survival mode
- Removed Singleplayer mode
- Removed Minigames mode
- Removed multiplayer versus modes
- Added stock [version 2.0] game mode
- Updated game camera
- Characters spawn with no weapon and gun
- Weapons are destroyed after X amounts of kills
- Guns are destroyed after X amounts of shots
- Match score is shown on load screen
- Team mode fixed for stock mode
- Characters can now parry melee attacks
- Spawn effect updated
- GIFs can no longer be captured manually
- Level intro can no longer be turned off
- Round highlights shown at the end of every round
Plans for July
At the end of this month, I managed to create the designs of 15+ melee weapons and 20+ ranged weapons for the launch version of the game. I plan to code most of the new weapons in July, and release a few of them. Most of them will not be released in July, because I won’t have the art ready for them.
As for the rest of the month, I am planning to start working on the profiles system for players and designing the new levels.
And remember, if you like the game, recommend it to your friends or leave us a review.