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A procedurally generated platformer/roguelike fusion. Choose out of a variation of weapons and find unique upgrades in the world that permanently affect your interaction with the environment. The higher you manage to climb, the harder the enemies and challenges will become. I am trying to create a fun game for short but challenging rounds of arcade gameplay. Controller highly recommended.

Path to the Sky has been Greenlit 14/2/2014 ! Thank you !

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Blog RSS Feed Report abuse Latest News: Path to the Sky: Build 302 Flying hammer

1 comment by dekdev on Jun 21st, 2014

Hello everyone!

This is the changelog for build 302, listing changes since the last article of build 273. Check out this gif of a new weapon, the hammer, combined with a multiplicator charm.

Build 302 new additions include:

  • added new weapon, the hammer
  • added blob monster
  • added online scoreboard
  • added damage numbers
  • added many new types of gore, gibs and particles
  • added charms: rangers tooth, little flame, spark
  • added new internal types of props (8x8, 16x16, 32x32, 64x64, 128x128)
  • added new projectile mods: penetration, burning, physical
  • modified shader to allow for gradient backgrounds
  • modified outline shaders to adjust hue and brightness depending on background
  • modified movement physics to feel more dynamic when many entities are at the same spot
  • modified all weapons to behave as projectiles
  • grass particle system now has a smart search system to perform better
  • changed slowmotion to happen less often
  • implemented recently hit detection for projectiles
  • added projectileModSystem method to calculate damage after mods
  • moved development to VC++2013

In this gif you can see a new weapon, the hammer. Its a ranged weapon that you can throw, and it can be affected by charms like all the other weapons. When hitting monsters, it triggers the physical charm effects. It has a base penetration modifier of 3 that can be increased by charms. New charms include a reflect multiplicator (rangers tooth), a burning damage charm (little flame) and a electric spark triggering charm (causes little sparks to swirl off and hit other enemies on physical damage).

Have a great weekend everyone!

Post comment Comments  (0 - 10 of 37)
Guest
Guest Jun 13 2014, 8:45pm says:

Yeah, looks awesome without the outlines! stay clean, thru movement you already have a contrast.

Cool game. put in some secrets and play hard, and this is bomb!

+2 votes     reply to comment
Gullinbursti
Gullinbursti Jun 4 2014, 10:08am says:

That havoc of arrows... This looks so good! You have my attention :3

+1 vote     reply to comment
IBOL17
IBOL17 Apr 16 2014, 12:34pm says:

this looks really REALLY awesome! Thanks for making me aware of Path to the Sky!

+1 vote     reply to comment
Guest
Guest Apr 5 2014, 2:56am says:

Your game looks SO beautiful without the outlines!
It still looks great, but here's one vote against the outlines.
You don't need them! Keep it clean!!
(Either way, keep up the awesome work!)

+2 votes     reply to comment
Guest
Guest Apr 1 2014, 1:35pm says:

This comment is currently awaiting admin approval, join now to view.

jtpup0
jtpup0 Mar 29 2014, 2:27pm says:

I love this.

+1 vote     reply to comment
Pixel_Warlock
Pixel_Warlock Mar 17 2014, 6:19pm says:

Loving This, hope to see it in the future!

+1 vote     reply to comment
Leowing
Leowing Jan 20 2014, 6:37pm says:

Just Kickstart it! My money is ready :D

+7 votes     reply to comment
Derqs
Derqs Nov 23 2013, 12:52pm says:

I need this!

+1 vote     reply to comment
Fervir
Fervir Oct 23 2013, 3:53pm says:

This is my kind of game.
Looks awesome

+1 vote     reply to comment
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Path to the Sky
Platforms
Windows, Mac, iPhone
Developed By
dekdev
Engine
Custom Built
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Official Page
Pathtothesky.com
Release Date
TBD
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Style
Genre
Platformer
Theme
Fantasy
Players
Single Player
Project
Indie
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Boxshot
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Latest tweets from @dekdev

@daseyb haha :D that one was in the trailer though! :P ive been waiting for the full version all that time t_t

14hours 18mins ago

Finally T.co

14hours 36mins ago

@TheFaceless0ne on the other side of the screen. then you wanna find your way inside of it.

14hours 37mins ago

@TheFaceless0ne I definitely wanna add some other random lightsources. i think it would be cool if you could see a dim light in aroom thats

14hours 37mins ago

@TheFaceless0ne you can also see that some areas show faint wall outlines, thats where you have already been.

14hours 50mins ago

@TheFaceless0ne basically! heres a more zoomed out screen of how it looks like right now. T.co

14hours 51mins ago

@TheFaceless0ne Before everything solid / wallish was visible everywhere. room content was affected by light. now everything is affected:)

14hours 57mins ago

@TheFaceless0ne I had that before. Now I find that completely obfuscating everything makes you play way more cautious .

15hours 5mins ago

@AtkinsSJ phew! thank you!

19hours 8mins ago

@_cojohn its a really fun thing to brainstorm about. im thinking maybe generate some obfuscating patterns for the unexplored?

19hours 14mins ago

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Path to the Sky
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