В Lost in Sky игрокам предстоит проходить миссии, в которых для уничтожения врагов и решения различных головоломок придется правильно выбирать и сочетать способности главных героев. Битвы с боссами, в свою очередь, обещают быть сложными и запоминающимися.

На данный момент в игре доступны следующие локации:

  • Город
  • Тренировочный центр
  • Казармы
  • Подвалы

Помимо заявленных, в разработке множество других уникальных локаций, которые будут представлены позднее, ближе к официальному релизу игры, который запланирован на четвертый квартал 2018 года.

Финальная версия игры будет содержать красочные локации, человекоподобных монстров, боссов разного калибра, неожиданные повороты в сюжете и многое другое.

Планы по разработке:

  • новые локации и головоломки
  • новые боссы
  • поддержка геймпада (включая стим-контроллер)
  • локальный кооператив
  • сетевой кооператив
  • улучшение оружия и амуниции

Приятным сюрпризом для всех игроков станет моушн-комикс Lost in Sky: Graphic Novel, подробнее раскрывающий сюжет и игровую вселенную Lost in Sky.

Что такое Lost in Sky?

Lost In Sky – 2D платформер в стилистике Retro Future. Разрабатывается под различные ОС и для мобильных устройств.

Действие игры разворачивается в далеком будущем на огромном корабле «Ковчеге», затерянном в межзвездном пространстве. Главным героям предстоит решать запутанные головоломки, обходить ловушки, сражаться с мутировавшими изгнанниками из города людей и одичавшими после неудачных экспериментов зверями, а также столкнуться с другими опасностями и невероятными открытиями.

Новый этап раннего тестирования!

Друзья, мы очень рады сообщить — наш проект неуклонно развивается и движется к релизу. Мы переходим к следующему этапу тестирования ранней версии. А это означает, что вы по прежнему можете принять участие в тестировании и поделиться с нами своими мыслями. Просто вступайте в группы нашей игры в соцсетях, получите ключ и участвуйте в тестировании!

Вы станете частью нашей команды, давайте сделаем Lost In Sky вместе!
Следите за раздачами ключей в наших группах в ВКонтакте и других соцсетях, и ожидайте релиз уже этой осенью.

Тестирование ранней версии

Минимальные системные требования:


CPU: Any Dual-Core processor 1.8GHz or higher
Memory: 2GB RAM
GPU: Geforce or AMD HD 512MB or higher
Storage: 500МB

OS ver: 5.0 (lollipop)
CPU: Any quad-core 1.8Ghz
GPU: Adreno 530
Memory: 2GB
Storage: 500MB

Apple iPhone 6s
CPU: 1,8 ГГц;
GPU: Apple A9
Memory: 2 Гбайт
Storage: 500MB

Особенности игры

  • Уникальный игровой мир в стилистике retro future
  • Оригинальная сюжетная линия, дополненная комиксом
  • Командное прохождение с использованием уникальных способностей героев
  • Разработка под различные платформы (PC, mobile)
  • Оригинальное музыкальное сопровождение

Последние обновления:

0.1.74 2018-06-15 15:23:33

Jira LIS-1172

  • LIS-1172 Refactor Controller Melee

    + Add MeleeAttack interface + Add MeleePowerAttack interface + Put ControllerMelee in a namespace + Remove hard references to Power and regular melee Attacks + Inject Regular Melee Attack into Controller Melee + Create a list of power attacks into Controller Melee + Add the base logic for when power attacks starts and when regular attacs starts. + Refactor ControllerMeleeRegularV3 script to implement IMeleeAttack interface. + Update the AvatarV3Installer to bind IMeleeAttack implementation instead of ControllerMeleeRegularV3 + Add ControllerMeleePower Air and Dash into their namespace.

Jira LIS-1174

  • LIS-1174 Refactor simple Power attack

    + Remove old Avatar Installer + Remove old CharacterController scripts + Remove all states that were used on old avatar controller. + Remove PlayerV2A and PlayerV2B prefabs. + Remove other scripts that were dependant on Old CharacterController scripts. + Add priorities to power attacks + Refactor IMeleeAttack to take InputData when checking for use possibility. + Adapt simple Power Attack to IMeleePowerAttack interface.

Jira LIS-1175

  • LIS-1175 Refactor Power Attack in air

    + Put back the jump locking feature in current character controller + Adapt power air attack to IMeleePowerAttack interface.

Jira LIS-1176

  • LIS-1176 Refactor Power Attack with Dash

    + Adapt current Melee Power Dash attack to IMeleePowerAttack interface.

Jira LIS-1177

  • LIS-1177 Add little bit of speed when hitting enemies

    + Add script that gives a boost to the character when there is a hit + Fix simple power attack charge animation + Add speed boost parameter + Add reset method for all melee attacks (fixes problems when player is hit by enemies) + Put back dash and jump to react on pressed down events. + Update the player prefab with SpeedBoostWhenPlayerHitsEnemy script.

Jira LIS-1179

  • LIS-1179 Create 4 variants of Cocoons

    + Add into cocoon controller SetImmediateState method + Add into Cocoon state Final() method (sets the final form of that state) + Implement into all states Final() method + Add savable functionality for CocoonController + Properly reset Playmaker FSM when loading from checkpoint. + Add GameObjectToggle script to properly change to the correct body of cocoon + Make cocoons hitable by adding HitRegistrator into them. + Properly configure HitRegistrator when changing Cocoon's parameters. + Fix EnemyBehaviour spawner to properly load the last saved state. + Add 4 variants of Cocoons (2 hanging, 2 normal)

Jira LIS-1180

  • Cocoon implemenation:

    LIS-1180 Add possibility to hang cacoons on walls and ceilings + Create Cocoon prefab and connect some physics joints LIS-1181 Cocoon States + Add CocoonController + Add tests for CocoonController + Add Parameters for CocoonController with all kinds of helpers for designers + Add CocoonController tests + Add Open Cocoon state + Add Closed Cocoon state + Add Destroyed Cocoon state LIS-1182 Cocoon can throw enemies or loot + Add possibility to select what will it drop + Add functionality to spawn enemies, or items.

Jira LIS-1181

  • Cocoon implemenation:

    LIS-1180 Add possibility to hang cacoons on walls and ceilings + Create Cocoon prefab and connect some physics joints LIS-1181 Cocoon States + Add CocoonController + Add tests for CocoonController + Add Parameters for CocoonController with all kinds of helpers for designers + Add CocoonController tests + Add Open Cocoon state + Add Closed Cocoon state + Add Destroyed Cocoon state LIS-1182 Cocoon can throw enemies or loot + Add possibility to select what will it drop + Add functionality to spawn enemies, or items.

Jira LIS-1182

  • Cocoon implemenation:

    LIS-1180 Add possibility to hang cacoons on walls and ceilings + Create Cocoon prefab and connect some physics joints LIS-1181 Cocoon States + Add CocoonController + Add tests for CocoonController + Add Parameters for CocoonController with all kinds of helpers for designers + Add CocoonController tests + Add Open Cocoon state + Add Closed Cocoon state + Add Destroyed Cocoon state LIS-1182 Cocoon can throw enemies or loot + Add possibility to select what will it drop + Add functionality to spawn enemies, or items.

Jira LIS-1183

  • LIS-1183 Add Power attacks animations

    + Add play methods for power attacks animations in Controller Animation + Refactor Controller Melee Power to use new power animations + Refactor Controller Melee Power Air to use new power animations + Refactor Controller Melee Power Dash to use new power animations + Update PlayerV3A prefab to have new power animations assigned + Add delay and priority parameters for power attacks (helps controller to correctly choose the attack). + Fix FallMove to track that Power Air attack is still active. + Add to Ground Base Move delay to jump animation. + Add delay before Dash move is triggered.

Jira LIS-1184

  • LIS-1184 Make boxes more forgiving between platforms.

    + Change the form of the collider. + Update the prefab with updated collider.

Jira LIS-1185

  • LIS-1185 Lever should start/stop the lift.

    + Make Path movement script to not restart the movement if it already has a path. + Add Method so that lever could start/stop Path movement. + Update Lever event invoke in Shooting Ground 2 to Call SetState method instead.

Jira LIS-1193

  • LIS-1193 Langoliers are still trying to attack when colliding with walls

    + Add Utility script to check object collision with other objects. + Add Editor Buttons to easier debug spawning in langoliers. + Add to Langoliers Strategy to finish when colliding with walls. + Fix ColorChanger to lazy load Renderer Component.

Jira LIS-1194

  • LIS-1194 Avatars can still attack when they die.

    + Reset any avatar attack move to the initial states + Remove Run enabled permission write in Regular attacks ( temp fix )

Jira LIS-1195

  • LIS-1195 Power attack break when player gets hit.

    + Add OnPowerAttackFinished event in all power attacks. + Subscribe Controller Melee to OnPowerAttackFinished events. + Also invoke OnPowerAttackFinished event when resetting power attack state.

Jira LIS-1199

  • LIS-1199 Generate Jump paths for AI

Jira LIS-1201

  • LIS-1201 Automatic nav. grid building when saving the scene.

    + Add script for automatic navigation builder + Update all navigation prefabs

Jira LIS-1203

  • LIS-1203 Falling platforms should destroy in more little pieces.

    + Play debris particles when reaching the ground. + Add debris particles and smoke particles in Falling floor prefab. + Make falling floor a one way platform.

Jira LIS-1204

  • LIS-1204 Turret cannot press on pressing plates.

    + Add Turret body game object as "Player" + Set turret body game object tag as "Turret" + Fix Turret bullet not rendering correctly + Fix Rotation aligment script + Fix Shooting mechanism not making the bullets despawn when needed. + Fix Turret shoot effect not rotating with the turret's muzzle.

Jira LIS-1205

  • LIS-1205 On Foot Monsters can press on pressing plate.

    + Add another check in pressing plate to detect on Foot enemies + Add "OnFoot" tag in project. + Set the "OnFoot" tag for Droid, scorpions and worms prefabs.

Jira LIS-1206

  • LIS-1206 Create a more obvious loading animation

    + Add a script to rotate something + Add an event to react on download activity. + Add rotating bar in Loading Scene.

No issue

  • Remove archer and swordsman textures from sprite packing.

  • Reimport of spine sprite atlases will be as a separate step in jenkins job.

  • Disable automatic navigation baking for build machine.

  • Fix Swordsman grenade aiming IK.

    + Refactor current IK script to move the correct target bone. + Correct the resetting procedure after IK use. + Fix Grenade thrower to correctly reset when avatars gets hit or dies. + Fix Archer Bowman script to correctly reset it's state after getting hit. + Fix Archer to not attack while it's dying.

  • mele idle walk anim blend time;

  • Use ReverseAccelerationOnGround for reverse acceleration;

  • Fall Time reset;

  • Grenade throwing in hit time;

  • Fix power dash attack not being able to finish properly.

  • Add idle breathing animation for hanged cocoons.

  • Update avatar parameters;

  • Remove Debug log;

  • Roy move steps;

  • Optimize skeleton's texture size and add packing tags.

  • Remove old archer and swordsman skeleton animation.

  • Bot fix

    get current platform; Fall state end; Ladder move;

  • Integrate updated animation skeleton for Archer.

  • Fix Power Dash attack animation not clearing up after hit.

  • Fix not being able to get up the ladder sometimes.

    + Remove using of standard Unity Trigger events. + Add custom script to correctly filter out trigger colliders that collide with avatar's colliders. + Update Avatar prefabs with Custom trigger events script.

  • Update navigation paths for all Scenes.

  • Fix dead enemy could still press on pressing plate.

  • Fix not being able to attack hanged cocoons.

  • Fix Archer aim line not rendering correctly when aiming through oneway platforms.

  • Fix not being able to go down the ladder.

  • Bot move fix;

    Fall one way; Jump finish; Bot target position on One way platform;

  • Nav builder Ladder link fix;

  • Fix not being able to click on UI button on lever and transition doors.

  • Fix Avatars not being able to push big box.

  • Fix Ladder link (angled platform);

  • Skid - walk animation;

  • Turret Rotation fix;

  • Aiming line end on obstacle;

  • No shoot on ladder;

  • Collision check contacts fix;

  • Jump animation when aiming;

  • Jump animation when aiming;

  • Adjust blending animations between falling,landing and running for avatars.

  • GetPlatform check two line down;

  • Throw line enable fix;

  • Grenade trow animation mono and mix;

  • Adjust VFX for Cocoons.

    + Create less particles on Hit + Add little jiggle for simple cocoons

  • Ai move edge fix;

  • Update prefab;

  • Add Grenade charge and trow animation;

  • Integrate cocoon art into project.

    + Add 12 cocoon prefabs ( 6 hanged, 6 normal) + Add particle systems to normal cocoons + Add On Hit event for Simple Hit Registrator

  • Move Ai min time 3 sec;

  • Ladder Navigation fix;

  • Baking fixes and memory optimizations

    + Remove empty cells + Platforms will save cell coordinates instead of copy of those cells. + Remove input data from nav links + Remove string "key" from nav links + Fix Shooting ground 1 scenario to correctly get to the last part of the scenario + Minor fixes to Behaviour AI to not assume that cells are never null. + Bake all navigation assets from all scenes.

  • Update all navigation paths and save a leaner version of navigation assets.

  • Unreachable Test count in Ai GoToState;

  • Optimize navigation asset memory footprint.

  • Fix jump platform findings.

  • Ai move fix;

  • Integrate automatic navigation creation and baking

    + Update all scenes with navigation backed navigation grids. + Remove redundant Cell Settings assets. + Update existing navigation grid assets. + Create navigation grid assets for scenes that do not have them. + Bake navigation grids paths for scenes that didn't have them up until now. + Fix Cell creation to correctly setup it's state with static rigidbodies. + Add automatic navigation paths baking for all scenes. + Add automatic navigation asset creation for scenes that do not have them, before baking. + Remove navigation assets when erasing a scene. + Add baking navigation paths when building the game.

  • OneWay platform navigation;

  • Ai Jumping move and climbing Update;

  • Ladder navigation update;

  • Update to better jump detection.

  • Remove return statement from cell creation.

  • long Jump path;

  • Add flag to disable automatic navigation baking.

    + Add button in Menu to manually bake current scene.

  • Ai bot move polishing;

  • AI jump ;

  • Ai fall move; Ladder move;

  • Add better Jump and falls path generation.

  • Ladder NavLinks;

  • Nav platform start finish fix;

  • Fall test minimal delta x;

  • Linecast fix;

  • Add Initial jump/fall link calculations.

  • Add break for adding fall test cells.

  • Navigation Fall test;

  • NavLink type;

  • Navigation Fall test declaration;

  • Add Navigation parameters.

  • LineCast;

  • Remove unused code and commented out code.

    No need for abstract class at this stage, interface is enough.

  • Clean unnecessary comments.

  • Cell Ladder not occupied;

  • Cell detect ladder and one way;

  • Cocoon incorrect prefab set null;

  • Fix set idle animation after hit wall animation.

  • Walk-idle animation noise fix;

  • Skid parameter update;

  • Update Enemies Prefabs.

    + Update langoliers prefabs + UPdate Langoliers Swarm prefabs + Update Langoliers spawner prefabs + Update Wasp Mini boss spawner prefabs. + Update Scorpion spawner prefabs.

  • Fix not all melee attacks sens damage.

  • Fix langoliers not always spawning

  • Integrate new Roy skeleton animation

    + Add new skeleton Animation + Update used animations + Add more moves for regular attack animation + Add better attack feedback with camera shake + Add shake for power attack in air + Add shake for power attack with dash + Add Easing out for camera shake animation.

  • Place old enemies in another folder.

  • Add helper attributes.

  • Add cocoon placeholder sprites

  • Fix Melee Power Air attack and Melee Power Dash attack is allowing edge grab.

  • Fix moving platform not moving other objects when game plays at a higher framerate.

  • Ignore edge grab inside oneway platform;

  • Fix Edge climbing.

  • Update spine runtime

  • Moving platform fix;

0.1.73 2018-06-05 08:21:03

Jira LIS-1188

  • LIS-1188 Attack button was not showing up on mobiles (HOTFIX)

0.1.72 2018-05-28 09:07:20

No issue

  • _Level1-ArcherTutorial.unity Hit sensor fix;

  • Update open cages _Level1-ArcherTutorial_edited.unity

  • Empty cages Fix Scale;

  • Fix LoadingScene tests to track the real time instead of delta time.

  • Fix Cages in new level 1 intros

  • Add ChainHook prefab as a separate decoration.

  • Let the chain to update in edit mode.

  • Chained cages chain update;

  • Fix GuardNPC to not call drones when they are not assigned.

  • Empty cages;

  • Revert "Temp Fix Cage stuff."

    This reverts commit 438b7b9ef5cd2daad78d885993cad4cdf001a06b.

Monsters_summer

Fight with dingo

Monsters_winter

Buffer-zone

Cantonment

Cantonment-2

Military-town

Enter-in-buffer-zone

Gates

Gates-open

General-Headquarters

Heroes

Road to Temple of Winds

Lost in the Sky world

Comics_Enemy on the horizon

Roy

Summary
Lostinsky - об игре
Article Name
Lostinsky - об игре
Description
Что такое Lost in Sky? Lost In Sky – 2D платформер в стилистике Retro Future. Разрабатывается под различные ОС и для мобильных устройств.