Feb 25 Changelog


Changelog:

  • Returned the ability for the player to actually reflect projectiles, now that the code had been working properly for the Slammer enemy being reflected

  • Optimized the size and positioning of canvas items (Title, "You Died!," "Victory," on-screen buttons) for a full-screen 1920 x 1080 aspect ratio.

  • Put the temporary controls text onto the intro stage, since the planned button prompts mentioned last week will have to wait until controller support is added to mean anything in the present moment.

  • Replaced the red shooting enemies in the Slammer demonstration level with the harmless yellow enemies to single out the Slammer as the only threat, making it easier for the player to examine it.

  • Added a functionality where enemies do not charge/shoot at the player instantly upon gaining line of sight. This prevents shooting/charging into corners as soon as the player approaches.

  • For presentation demo purposes, added the ability to tell the game to "forget" that the player has already completed the intro level, by pressing P. Allows for new passerby players to jump into the game on the intro level.

  • Added to the Slammer demonstration level a special type of wall that the Slammer enemy can break open (with associated particle effect!). Ensures the player can learn how to bait the Slammer into charging at something in particular.

  • Made the red shooter enemies' projectiles more considerate of littering the world with themselves. In addition to disappearing after a set time, the projectiles will also disappear if they collide with walls three times.

  • Fixed a somehow-uncaught bug where reflected projectiles would bounce off of unreflected projectiles. Whoever forgot to set that has been fired, and then rehired because the staff consists of only one member.

  • Told the blue Charger enemies to chill a bit. There is now a buffer after they finish being stunned before they can charge at the player again.

Files

Feb 25 Build.zip 14 MB
Feb 26, 2019

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