As the year comes to a close I'd like to share a bit of history about this project;
I started making NiTL in Unity during the summer of 2015, I had no knowledge of programming C# nor at that point did I have any experience with Unity itself. With each technique in programming I learned while making NiTL, I improved and optimized the game as much as possible.
I actually tried one of the old builds of NiTL today, which are nearly a year old now. The gameplay is incredibly slow in terms of gameplay mechanics compared to the version now. But it was the groundwork and foundation for a much better version of itself. NiTL started out as a little Metroid-like made with Construct2 with a lot of potential, and thanks to a lot of hard work, it's a really good Metroid-like made with Unity.
After finishing the last of the new sprites for the player character, I was looking through some old files and saw a bunch of screenshots of old builds and it made me realize how much this game has progressed.
NiTL has come incredibly far from it's beginning as a simple 8-bit game, and as such, I'd like to thank all of the people who helped and continue to help me develop this game, with both technical and moral support.
I started making NiTL in Unity during the summer of 2015, I had no knowledge of programming C# nor at that point did I have any experience with Unity itself. With each technique in programming I learned while making NiTL, I improved and optimized the game as much as possible.
I actually tried one of the old builds of NiTL today, which are nearly a year old now. The gameplay is incredibly slow in terms of gameplay mechanics compared to the version now. But it was the groundwork and foundation for a much better version of itself. NiTL started out as a little Metroid-like made with Construct2 with a lot of potential, and thanks to a lot of hard work, it's a really good Metroid-like made with Unity.
After finishing the last of the new sprites for the player character, I was looking through some old files and saw a bunch of screenshots of old builds and it made me realize how much this game has progressed.
NiTL has come incredibly far from it's beginning as a simple 8-bit game, and as such, I'd like to thank all of the people who helped and continue to help me develop this game, with both technical and moral support.
Evolution of NiTL |
New Builds:
Windows 64-Bit
Windows 64-Bit
Changes:
- All New Player Sprites
- New Player Hit Animation
- Fixed being able to fire while hit animation is playing
- Fixed aiming diagonal causing hit animation to bug out