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:

  • Зверинец
  • Город
  • Ставка
  • Хаб
  • Бараки
  • Прессы
  • Канализация

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
  • новые разблокируемые умения персонажей
  • новые монстры
  • поддержка геймпада (включая стим-контроллер)
  • локальный кооператив
  • сетевой кооператив

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.

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.

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:

0.1.155 2019-01-21 16:35:08

Jira LIS-1809

  • LIS-1809 Water Level

    + Added live time for bubbles (20 -> 100)

  • LIS-1809 Water Level

    + Check for null of spriteSizeConfig

Jira LIS-1888

  • LIS-1888 Turret shouts boxes and cocoons

    + Added to all cocoons prefab rigidbody (kinematic) + In turret bullet prefab, added new ColliderMask 'Ground' + In Script Spit.cs, supports to have same LayerMask in ColliderMask and ObstacleMask

Jira LIS-1894

  • LIS-1894 Elevator wrong behaviour

    + Added custom deltaTime + PathDetectorOfOneWayPlatform on TriggerExit also check of needed gameObject

  • LIS-1894 Elevator wrong behaviour

    + Added collider to check if there is a OneWayPlatform (changed prefab MovingPlatform_WayPoints) + Disable sync if there is oneWayPlatform

Jira LIS-1915

  • LIS-1915 Can't pick characters

    + Added check for nullref, sometimes this meth can be called on removing Avatar and primary can be touret

Jira LIS-1916

  • LIS-1916 Worm-Boss is invincible

    + Set to be hitable in start of scene

Jira LIS-1917

  • LIS-1917 Dialog bug

    + Disable input provider on appearance of dialog + Added check for nullref + Refactoring to C#7

Jira LIS-1918

  • LIS-1918 Scorpion ambushers shows back when targets are out of his reach.

    + Add EnemyPatternShowHideData script which is shared across 2 scripts. + Modify EnemyPatternShowHide to have both Show and hide animation names + EnemyPatternShowHide scripts calls Show() method again when the script is configured to exclusively hide the enemy and when there are no targets to attack or be aware of. + Modify EnemyAttackPatternHideAmbush script to better understand when to retreat before doing the attack + Modify EnemyAttackPatternHideAmbush script to show scorpion when player is out of his reach. + Update Scorpion.StationaryHiderAmbusher prefab with EnemyPatternShowHideData.

Jira LIS-1920

  • LIS-1920 Checkpoint: attention drawing sign after restart.

    + Add TimedImageSwapper script + Add TimedImageSwapper script for all 3 screens inside Checkpoint prefab + Modify DisplayAnimatedEffect script to apply color from TimedImageSwapper. + Modify InGameScreen to play/stop TimedImageSwappers for all 3 screens. + Add to InGameScreen possibility to change to a new screen (RepeatInteract screen) + Update Checkpoint prefab with all the necessary links and default values. + Add Sprites with attention drawing sign.

Jira LIS-1937

  • LIS-1937 Flip script

    + Added SpineOrientationFlipper, it flips spine according to bool from Editor + Added SpineOrientationFlipper to Guard prefabs

Jira LIS-1938

  • LIS-1938 Water Drop

    + Added new texture + Changed particules sizes

  • LIS-1938 Water drop

    + Added different particle effect + Added need materials for effect

  • LIS-1938 Water Drop for sewers

    + Added ParticleSoundHandler, detection of particle death assumed on velocity + Added 2 prefabs and 2 materials of WaterDrop

Jira LIS-1940

  • LIS-1940 Immortal spider

    + In case is 0 dmg, it gives 1f dmg

Jira LIS-1941

  • LIS-1941 Roy stuck in air

    + Not able to reproduce, on fall and on not-able-to-jump giving falling velocity

Jira LIS-1942

  • LIS-1942 Elevator doesn't work properly

    + Regenerated path moving path for elevator in Barracks

Jira LIS-1943

  • LIS-1943 Hab transition is wrong

    + Added bool '_placeBothAvatarsInSameLocation' to LocationAvatarPlacement, if true place both avatars in same place + Changed scene Hub

Jira LIS-1950

  • LIS-1950 Add chameleon like shader effect for ambushing scorpion.

    + Move shaders with multiply blending from level design folder into CG folder + Move materials also + Add shader with Additive blending effect on background with Normal Alpha rendering in second pass. + Edit SpriteDefaultWithColorChange shader to have Additive blending effect on background in second pass. (used for rendering enemies) + Adjust ambushing scorpion's material's intensity and additive color values.

Jira LIS-1958

  • LIS-1962: Avatar hangs in the air

    LIS-1958: The doors doesn't open after using lever LIS-1959: avatar can't interact with the platform New dialog line added for situations when player activates an elevator for secondary avatar

Jira LIS-1959

  • LIS-1962: Avatar hangs in the air

    LIS-1958: The doors doesn't open after using lever LIS-1959: avatar can't interact with the platform New dialog line added for situations when player activates an elevator for secondary avatar

Jira LIS-1960

  • LIS-1960 Broken character animation

    + Added to prefab MovingPlatfrom_WayPoints.prefab one more ColliderChanger (ColliderLayerSamller) + In CollidersLayersChangerOnTriggerEvents, it enable/disables ColliderChanger depending on setup for OneWayPlatform + CollidersLayersChangerOnTriggerEvents have option to disable objects only that are on top of it

Jira LIS-1961

  • LIS-1961 Door isn't opening and wrong animation of RespawnPoint

    + Changed scene cityappartments, the logic of FSM 'nodes' was broken. There was a extra FSM component and referencing was not quite correct. + Expecting for level designer to correct the layers for RespawnPoint

Jira LIS-1962

  • LIS-1962: Avatar hangs in the air

    LIS-1958: The doors doesn't open after using lever LIS-1959: avatar can't interact with the platform New dialog line added for situations when player activates an elevator for secondary avatar

Jira LIS-1965

  • LIS-1965 Fix turret not being able to enable after restart.

    + Make a loop inside the FSM playmaker when activating the Enabler.

No issue

  • CityAppartments: 'black holes' visual bug (ventshaft sorting layer set incorrectly) fixed

  • SewersStart, SewersFinal: narration added

  • Barracks: narration added

    New Presses: narration added minor fixes and tweaks

  • both avatar placement set on scenes

  • SewersStart: light added, minor fixes

    SewersFinal: fixes

  • Added check for nullref for RespawnPointBehaviour

  • Hub: scripting fixes (guards turned off)

    New Sewers: pump puzzles set and debugged Barracks: geometry tweak

0.1.154 2019-01-11 16:35:01

Jira LIS-1887

  • LIS-1887 Fix not being able to activate moving platform after restart (presses level)

    + Remove saving with some wait time (bad implementation - depends on too many variables) + Save the state of the game before doing any activations (guarantees saving previous states, and doesn't compromise anything that should happen after activating the checkpoint)

0.1.153 2019-01-11 15:59:44

Jira LIS-1821

  • LIS-1821 Added new texture for Pushable box

Jira LIS-1828

  • LIS-1828 Save position of elevator

    + Restore original OnGizmos + Added check if it's playing do not draw path

Jira LIS-1846

  • LIS-1846 Final trail

  • LIS-1846 Add trail to Bat

    + add Trail to Bat prefab + change sorting order to Trail

  • LIS-1846 Flock langoliers

    + add new material for langoliers smoke + add particle system for langoliers trail - remove purple trail

Jira LIS-1847

  • LIS-1847 Solo langolier

    + change GreenBlood particle effect

Jira LIS-1886

  • LIS-1886 ForcerOneWay after restart

    + add ISaveable to OrEventOperator + ForcerOneWay will close after load

Jira LIS-1901

  • LIS-1911 or LIS-1901, AcidSpider new VFX for shooting

    + Created new prefab-particles: - SpitBack.prefab - SpitParticle2.prefab + Spit.cs added particle handler for VFX, for init and destroy/pool + Spit.prefab added prefab-particle and changed image + Added SpitAcid.mat

Jira LIS-1910

  • LIS-1910 Heroes has to have blinking feedback when being hit by enemies.

    + Add ColorBlinker in ControllerHitRegistrator + Change the shader for Swordsman's materials and for Archer's material. + Update PlayerV3A and PlayerV3B prefabs with ColorBlinker near skeleton and assign it to ControllerHitRegistrator.

Jira LIS-1911

  • LIS-1911 or LIS-1901, AcidSpider new VFX for shooting

    + Created new prefab-particles: - SpitBack.prefab - SpitParticle2.prefab + Spit.cs added particle handler for VFX, for init and destroy/pool + Spit.prefab added prefab-particle and changed image + Added SpitAcid.mat

Jira LIS-1913

  • LIS-1913 Tuning MiniBoss Wasp.

    + Add more speed when wasp is attacking + Add 50% more health for miniboss wasp. + Update enemy configs asset.

Jira LIS-1914

  • LIS-1914 Add Acid blood splash particle system for flying exploding langolier

    + Fix the die function for Exploding Enemy Attack, by calling the dying procedure first. + Fix enemy behaviour not setting the flag IsAlive to false when dying instantly + Create Acid blood splash particle system and material + Update Langolier.FlyingExploding prefab with new Acid blood effect.

No issue

  • Fix Scene initialization tests failing.

    + Spit script which is used for tree boss also, doesn't have any refs to SpanOnDestroy object. (Check before trying to destroy).

  • Fix Avatar Location teleporter not moving the camera correctly.

    + Stop ZoomZoneDirector from directing + Set mainCameraController as live + Fix teleporting without fading the screen.

  • Fix flying monsters

    + replace LangolierGasParticle + change Blood particle prefab in langoliers

  • Hub: fixes, detalization tweak, lighting

    Barracks: fixes Presses: scripting fix

  • Barracks: corruption and dirt added

    corruption, blood props: sl tweaked

  • Fix battles not finishing in hub level.

Fight with dingo

Monsters_winter

Cantonment

Cantonment-2

Military-town

Gates

Gates-open

Heroes

Road to Temple of Winds

Lost in the Sky world

prologue10

prologue9

prologue8

prologue7

prologue6

prologue5

prologue4

prologue3

prologue2

prologue1

jungle

gates

trap

eileen poster

roy poster

Steam poster

jungle beast

jungle fight

monsters in space

fight with beast

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.