V0.3.0 - Mainframe
Summary
The end: Challenge the Protector of Servers in the final level to reach the ending.New features: Powerups, Selectable upgrades, FoV setting
New weapons: Unleash chaining attacks with the new primary Chain Dart and secondary Chain Lightning weapons.
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Levels
Mainframe (new level): Final level & final boss & ending (Note: some more levels will probably be added before this)
Level changes
Redball: end arena has a bit more enemies and more pickups.
Vertical: end arena has more space, and some more pickups.
Reordered levels: Beaming and Preview moved after Chilly Chapel (to avoid having 2 boss levels next to each other)
Powerups added to: Redball, Lava Labyrinth, Cryptic, Hail, and some more levels
Credits: Simple credits scene added to game end. It replaces the "To be continued" level
Also added a separate credits view to main menu screen.
Props: Energy tubes: new shader
Guide paths: Key guide mover shader updated
Ice decorative path: new shader
Effects: Ice levels ambient lighting tuned down a bit.
Powerups
Powerups can now be found in some levels to gain a temporary powerful combat bonus.
zero-g RAVE! : Multicolored ricocheting laser bullets are launched from destroyed enemies, and occasionally from doing damage. Lasts for 15 seconds.
SUPERCHARGE! : Greatly increased fire rate (+70% for primary, +40% for secondary). Lasts for 20 seconds.
Upgrades
Implemented upgrade system: 2 slots for passive bonuses which can be selected in the loadout menu.
First slot unlocked at level 5, second at 14.
Upgrades include e.g. Fire rate, Shield/ammo loot bonus, Ammo capacity
Player
Weapons
Chain Lightning (new secondary)
- Chains between enemies and bounces off walls.
- Projectile has 4 charges, one is consumed whenever enemy is hit but not destroyed. (-> can execute any number of low-health enemies)
- 40 damage per hit
- 12 ammo cost
Chain Dart (new primary)
- Projectile chains to hit up to 4 total targets. Must hit an enemy to start the chain, and doesn't bounce off walls.
- 12 damage per hit, 0.5s cooldown, 1 bullet per shot.
Missile Massacre reworked
- Bullets no longer home in or ricochet
- Bullets are now launched fairly accurately, and have a large hitbox.
- Damage increased 20->30, and also now explode for 50% damage in a small radius. Bullet amount reduced 30->21
- New model & animations
Plasma Blade
- Blade arc increased from 60 to 70 degreesLine Laser
- Fire rate +25%, bullets 5->4, now pierces but bullet damage reduced by 20% per hit (multiplicatively).
Quadual Laser, Plasma Gun, Plasma Orb, Slayer Bolt, Line Laser, Gatling Gun
- Various updates to effects/model/animations/sounds
Sounds: Player weapon firing sound changed to 2D
Levelup resources: Leveling up no longer sets resources to max, instead keeps current % value (e.g. if shields were at 50% before levelup, they will be 50% after).
Loadout: Equipping the same weapon to both weapon sets is no longer possible.
Ammo:
- Initial ammo capacity reduced 60 -> 50, and after baseline upgrades capacity 130->100
- Ammo is now at 70% capacity on level start if current value was less than that
Enemies
Boss changes
- Hot Hatter: health +10%, updated some effects
- Cryo Knight: health +20%. Added a bunch of ammo pickups to the arena.
Enemy Effects
- Red laser bullet updated
- Purple beam spawning bullet updated
- + some other effects updated
Enemy changes
- Ice Scout: health 90->80
- Plasma Charger: damage 10->12
Enemy physics
- Some weapons now push enemies in some direction when they are killed. (e.g. Plasma Orb, Nova Bomb, Slayer Bolt)
UI
Weapon selection
- Weapon selection process updated. Weapon description & ammo cost is showed in the multichoice screen when hovering or moving selection.
- Other elements can't be accidentally selected anymore with gamepad/keyboard
- Current weapon is selected when starting the multichoice.
HUD
- Adjusted enemy health bar damage indicator
- Adjusted kill feed
- Adjusted crosshairs
- Out-of-ammo sound changed
- Plus some more minor changes
Menu UI Button graphics updated
Pause menu:
- "Weapon Select" section renamed to "Customize Loadout"
- "Progression" section rewards list split to two columns to prevent the list from going off screen
Other minor adjustements
Field of View setting
Added Field of View slider to settings, with range 60 - 100. Default FoV increased from 75 to 85.
Player weapons are moved slightly forward at >75 values, and backward on
Weapon position is now also slightly adjusted for different aspect ratios.
(The weapon position adjustment shouldn't have noticeable impact on gameplay.)
Level transition
Added screen for level completion which displays gained tech levels & rewards, and another before level start which allows customization
Misc
Changed how weapon loadout and some other info are stored. Note: weapon loadouts are reset, but no progress should be lost.
Changed how various modifiers (e.g. move speed, health max) are calculated. This may have minor side-effects
Improved pathfinding system performance
Implemented pooling for some effects and bullets, which should improve performance a bit
Bugfixes
Fixed issue where all levels used the same default music, so now there's a bunch more music.
Fixed issue where music could get silenced temporarily when a lot of sound effects were happening
Fixed issue where Plasma Gun bullets (and possibly some other weapons) didn't open doors.
Nova Bomb: Fixed issue where the explosion could damage an enemy multiple times, which made it overpowered against some enemies/bosses. (Can still hit multiple boss parts though)
Fixed visual glitch where some line trails looked wrong for 1-2 secs after looking away and then at them again.