v.09 release! (Patreon)
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YAY IT'S FINALLY DONE! And only a few hours past the deadline too. That's not so bad, right? ..Right? Anyway, I'll spare you all the gory details, but this update has been a hell of a stressful one. Let's just say I'm horribly sleep deprived and incredibly happy to be pushing this one out the door and into your hands. On to the meat, shall we?UPDATE v.09 GOALS-Begin implementing Map system-Implement checkpoint system (NOT save system)-Implement more uses of the Wire Shot-Add new movement stance (limping) to be used for various status effects -- partially complete-Add flying alien's cumming animation-Add new enemy (Latchers)-Custom controls will now be saved in 'keys.ini', and should function with future versions of the game-New music for Summit and the first boss-Create more content (areas)-Fix more minor issuesThe list of goals changed a bit as I developed and decided to add on new things, some of which have been long overdue. The only thing I had to directly cut from this update was the new environmental hazard - however, that hazard worked directly in conjunction with the limping stance that is mentioned above. Because of that, you can't actually see the limp in-game. The animation isn't fully finished yet anyway, but it (and the hazard related to it) will be making an appearance in v.10.So needless to say, this update was ambitious. I got a lot done and I'm very happy with how it turned out, even if it did make me want to shove a fork into my own skull near the end. I should probably mention, you might notice the bit about "keys.ini" up there. From now on, when you customize your controls in-game, the data is saved into the keys.ini file that comes packaged along with the game. If you unzip the game data and save it in a folder, then the controls will automatically set themselves using the ini when you start the game! It should also function with future versions of the game as well, so this should hopefully be the last time anyone ever has to set their custom controls again! Whoo! But enough about that; let's look at the v.10 goals, shall we?UPDATE v.10 GOALS-Enable Pausing function (will require large system reworks)-Finish implementing Map system-Add new enemy-Begin working on new boss-New area?? (tentative)-Make Latcher animation look better-Create more content (areas)-Fix more minor issuesAh, the big .10. We're finally in the tens' digits, and by golly it'll be an irritating one. I've been wanting to get around to it for a while - adding a function to pause the game, say when you get an upgrade or maybe even when you PAUSE - but to get everything I need out of it, I'm basically going to have to rework every single enemy and object in the entire game and oh god it's gonna suck. I really should have thought this part out ahead of time, but hey, hindsight's 20-20 right? Regardless, I'm still gonna do my best to make sure there's some interesting new content for you guys to see, even if most of my time will be spent under the hood.Alright, that's enough out of me. I'm tired as shit so I'm gonna hit the hay and leave you guys to have fun. Catch ya on the flipside.-A42Minor Issues fixed in v.09-Door straight ahead in first slime room has been changed into force shot wall to provide better flow-Enemy reaction to Wire Shot platforms moving was wonky-Flying aliens were buffed (more knockdown, faster attack speed)-Added sound effect & music credits-Added new system to struggle out of status effects-Made boss fight start up faster-Some rooms weren't persistent, had respawning ammo upgrades-Pants in jumping animation were inconsistent with standing-Made Alicia move backwards when kicking enemy near the wall, rather than forwards-Increased boss damage, lowered boss HP, to result in faster fight-Attempted fix at random H-scene crashes-No longer possible to get knocked back behind laser gate and be unable to progress