Thursday, November 15, 2012

Changes since Pre-Alpha 2:

 

Gameplay:

 
Dashing - By double tapping a direction, the player will rapidly move in that direction.
 
Melee Attack - If the player has energy in their capacitor, colliding with an enemy will discharge all energy, damaging the enemies within its range.
 
Bonus Shot Gage - A meter has been added to the HUD to display the correct timing to utilize the bonus shot, AKA cadence shot.
 
Credits - Number of credits are checked each time the player dies. If no credits available, the game will pause until credits are added. Credits can be added by pressing the "I" key.
 
Dying - As fundamental of a function as it is, only now can the player actually die. If capacity is exceeded or the player collides with an enemy while having no capacity, then the player's control will be disabled and a credit will be removed.
 
 

Graphics:


Hit Effect - When the enemies are hit by the player's projectiles, the enemy will flash white.
 
2D Sprites - Adapted a script to handle 2D animations from an atlas of multiple frames. This increases performance by reducing drawcalls while also making content generation easier. The script has been expanded to allow animation both forward or reverse, repeating and "ping-pong" looping.
 

Go to the "Downloads" page to download Pre-Alpha 3.5

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