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Akuto: Mad World September Update

Akuto: Mad World - Acme City Kill

Welcome to September’s monthly update for Akuto: Mad World. This was a busy month, especially compared to the last few months. I updated the game engine, updated the art for the character and bullets, added new VFXs, and released a new level.

You can read on to see what major updates were released in September, 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 September
Game Engine
I have updated the game engine for Akuto: Mad World so that I can make better use of processing power, lighting, VFX, and networking systems. I have checked through all of the game and fixed all the errors that I have found. Even then, I am just one person so I might have missed some errors, and I will fix any new errors if they turn up.

Bullets VFX and SFX
The new bullets VFX and SFX that I have been showing off for the past few weeks have all been released. You can try them out in the experimental branch of Akuto: Mad World.

Acme City
Acme City is the new level that has replaced Acme Corporation. The level is quite similar to Acme Corporation, except it is larger in size, higher quality art assets, and more areas to explore. Acme City is going to set the art standard for all new levels from now on.

Updated Bots
The bots are now much more aggressive compared to before. They will now find weapon pick-ups that are the closest, and either pick up a melee or ranged weapon and immediately start fighting opponents. This is much better than compared to before where they would just collect weapons and fight if an opponent was somewhat nearby.

Practice Mode
Practice mode is re-enabled in the game, but limited to only 1 level (Acme City) for now. The ammo for all ranged weapons in this game mode is set to 100, so that players can have plenty of time to try out each weapon. You can also manually change the weapons for all players in the game by pressing the number 1 or 2 keys on a keyboard.

Mystery Box
This is still a work-in-progress, but mystery boxes are something that players can drop when they run out of lives in local multiplayer. The player can choose to drop a melee weapon, ranged weapon, a trap, or a kill trophy. Kill trophies will make sense in the future, as I am still developing that feature of the game.

Gamepad Issues
I know some people have been having gamepad issues with the game, and I believe I have narrowed it down to what is causing it. When I updated the game engine, I also updated the input manager, which is causing some issues for the gamepads. Fixing this is quite simple. Just go into Options > Controls and reset the controls to default, or manually assign the gamepad’s buttons for each action.

Fixes and Updates in September

  • Updated engine
  • Fixed attack speed for player
  • New character art
  • Character outline can be seen at all times when they are behind objects
  • Character color selection limited to 6 colors
  • Updated bullet VFX and SFX
  • New level (Acme City)
  • Gamepad controls fixed for in-game
  • Bot AI updated
  • Practice mode re-enabled
  • Mystery boxes updated

Plans for October
I completed most of the designs of the new levels on paper, and have narrowed the online mode to two choices. Depending on how talks go with third-parties, I could be working on both these tasks before the end of October. But as of now, it is out of my hands. I will hopefully have more information about the tasks and the third-parties next month.

And remember, if you like the game, recommend it to your friends or leave us a review.

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