v0.35 Alpha Released!Download (8.27 Mb): http://www.sendspace.com/file/s8aex4Changelog:
-Final shooting mechanics: Mouse shooting implemented, previous mechanic removed
-Major improvement on weapon handling, can now use different weapons on different slots (currently does nothing)
-Weapon 1 Secondary Fire: Shotgun, low range, half damage, but shoots 16 pellets instead of 1 bullet
-Weapon 2 Secondary Fire: Grenade Launcher, decent damage, bounces off walls, consumes all ammo
-Weapon 1 Primary Fire tweaked: faster, more accurate, uses same pellets as shotgun, but with original damage
-Weapon 2 Primary Fire tweaked: Sniper, click to fire, double damage when clicked over enemy, after 3 hits (a hit is counted after 5 steps) from an enemy or wall it disappears
-Weapon 2 now consumes ammo
-Sentry activated by pressing 1
-Sentry now only lasts 30 seconds, can only deploy 60 seconds after removed
-Sentry bullets can now ricochet on walls twice before destroying themselves
-Explosions are now transparent
-Fixed reloading all weapons when only one is being reloaded
-Fixed changing weapons while reloading
-Fixed not being able to change rooms again on Random Survival, as the counter didn't reset
-Fixed missing wall collisions on one random level
-Fixed sniper not having the new shooting mechanic
I actually didn't initially plan on releasing this, but I wanted to show this project was well alive and in progress.What's been done:
Alright, most noticeable change in this release, WASD movement and mouse shooting has been added! This is actually how I wanted it to be in the first place, as the previous control schemes were experiments to see how decent it would play out. Turns out the current scheme was the best one by far, as expected, since the first scheme made diagonal shooting hard and turning around quickly almost impossible, and the second scheme was generally innefective and not as much fun due to key-stucking. Instead, the new scheme allowed me to implement secondary fire again, weapon changing (more on that below), and also saved me about a hundred lines of code.
The most important change (and the one you won't notice yet) is weapon handling. As soon as I get them done, you can grab new weapons when you see them; this took me several attempts to get it right and decently code-effective, but it was well worth the time.
Both weapons now have a Secondary Fire, making them 2 weapons in one! Weapon 1 has an excellent shotgun, even with half the damage and low range it remains a deadly close-range weapon. Weapon 2 has a Grenade Launcher, hold and release as usual, but it can bounce off walls and doesn't hurt you in the explosion; I think it needs a few tweaks though, it's not quite as effective as I thought.
Other important changes are tweaks and fixes. I felt Weapon 1's Primary fire needed to be faster and more accurate (a minigun is planned, by the way), though it's harder to land those shots as the bullets are much smaller. Weapon 2's Primary Fire eventually ended up being a sniper with a few interesting things: it can go up through only 3 enemies (wall hits count as 1 hit each 5 steps), but if you target over an enemy with your crosshair and shoot, that enemy will receive double damage! The sentry is finally temporary and definitely effective now, as shots can bounce off walls twice. Asides from these, I fixed some silly issues that were there partly due to forgetfulness and not enough testing.What hasn't been done:
New Classes. I'm definitely not going to start on these until I'm sure I finish the Ranger Class first, as it'll be the basis for all the other classes. Probably one of the last things I do before I start designing Story Mode.
Leveling Up. This is being pretty hard to add, as I have to design a menu in-game without disturbing the gameplay, I figured out that last one but I need a decent design that shows the evolution tree for each weapon, shows their current stats, and shows what happens when you attain an upgrade.
Random Survival isn't finished yet. This is because I need Leveling Up and the Shop System to be implemented first. I should probably postpone the other modes as well, as this'll also be a basis for the others.
New Weapons. I was adding the weapon change system beforehand, so this'll be the first thing I'll do for next release.
Traps. Thought about spikes and fireballs, but I need a few more before I start adding them in. Also reminds me that I should add a few puzzle elements as well.So what's next?
If all goes well? All of the above, except for the new classes. Later on I'll start deviating it from the Smash TV clone that wasn't meant to be and remove the non-original content such as the menu and music, with at the very least temporary ones. And if doesn't turn out bad, I'll be replacing the current health system with a more rpg-ish version.Enjoy the new release, report any feedback and bugs if you can