A-Star Theft is a game where you, together with your crew, rob all kinds of places. From jewelry stores and banks to military bases and torture chambers are locations you will visit on your never-ending mission for greatness and freedom!
Kenny Stritchenburg's life gets taken away from him
when his family gets kidnapped. Kenny doesn't have the money
the kidnappers crave from him to get them back, to get it
he will have to resort to crime.
As time goes on, you will see Kenny evolve from an
honest gentleman into a ruthless criminal
in order to achieve his goal of getting back the ones that he loves,
while at the same time discovering the dark secrets of the criminal underworld...
There are two ways of performing most heists, loudly and quietly.
STEALTH: Be careful and pay close attention to everything in the building when you try to sneak in. Make sure no guards or civilians spot you, otherwise you must hurry tying them up or they will call the police.
Avoid cameras and laser beams to stay hidden, any triggered alarm will alert the police.
Disabling circuit boxes will kill the electricity and is another way to stay a ghost.
LOUD: When an alarm is triggered, you must hurry to prepare before the police arrive at the crime scene.
The initial police enforcement is easy to handle, but as the heist goes on they will realize how tough you are and send in a SWAT Team and snipers!
The switch from Game Maker: Studio 1.4 to Game Maker Studio 2 helps making the development process faster and easier. It started off being more difficult, obviously, with the new interface. Now that I've adjusted, and almost completely moved on from GM:S 1.4, I can design the game much more efficiently.
Many complaints from friends testing parts of the game is how the dialog is designed, they found the lack of speed control to be annoying as it often moved too fast.
Now, the dialog doesn't automatically continue after a set time, but instead, the player can press space bar to proceed.
In addition to fixing that problem, I, with help of a friend, took the time to draw the characters as they speak. Not only the character's name is shown now, but also their faces.
From previous uploaded images, you might have noticed how gray and boring the level backgrounds look. Well, now I've changed that. Outside areas have a lot of foliage and plants, which makes the game look much nicer.
Not only the outdoors have gotten a revamp, the inside has been made much more lively with people and items. Some people can talk to you when walking up to them.
Finally after way too long, I've added reloading your weapons without having to shoot up the rest of the magazine.
To prevent the player to completely run out of ammo, you can now pick up ammo boxes from shot police and gangsters.
Some heists have gotten a new feature to help sneaking through them. Circuit boxes can sometimes be found and when interacted with, all cameras and lasers with be deactivated.
Of course this doesn't come without any downsides, as guards will investigate the circuit box and if anything suspicious is found, the alarm will be sound.
Action will also be taken if the circuit box is repeatedly tampered with.
Lastly, the store layout has been improved:
The Game View is now more zoomed in to get you closer to the action! Destructible Environment has some new features, Surrounding details, such as bushes...
New visual effects have been added, which makes the game much more pleasant to look at and play.
The art style has changed a lot since december, going from the normal to 1080p and back to the more cartoonish style but with more realistic proportions...
I've started preparing a gameplay demo which will include two heist levels. Much better animations are also being worked on.
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