-Added a new level (3-2)
-Added a new enemy robot (B-8) with corresponding weapon and achievement
-Added some more info to the help menu
-Various other small fixes and tweaks
-Started working on Mac and SteamOS/Linux support, but ran into too many unforeseen issues to get it ready in time for this build. Hopefully I can get things smoothed out and get those platforms supported soon.
0.0.44
-----0.0.44------------------------------
-Finished 3-1 level-gen setup with the initial set of modules and removed 'preview version' text.
-Made some tweaks and fixes to a few of the exising level-gen modules.
-Made destructibles more melee-friendly and easier to destroy in general.
-Decreased charge-time (between colors) on primary plasma-cannon. (Was: 1 second between each, Now: green at 06.s, violet at 1.4s) This is to speed up pacing when activating the green and violet switches, and it also helps you get to the high-damage attacks with B-12's primary cannon more quickly.
-Reworked primary charging sounds to synchronize with power-level. Will need to polish and repeat this for all weapons when I get to the sound-effects overhaul later in development.
-Increased plasma-switch size and added bars to indicate power-level (to make them more color-blind friendly).
-Fixed a couple of stats bugs (bots destroyed in current level & total number of b-12 units lost).
-Fixed bug where enemy firing rates were set incorrectly depending on difficulty setting.
-Made some slight size & position adjustments to the HUD.
-Made a couple of other small AI code tweaks.
-Added code so that damaging explosions (crystals, B-6 plasma-'grenades') actually check for obstructions before doing damage.
0.0.43 - Help Menu
B-12 is designed quite willfully around the idea of ignoring certain modern action game conventions (such as: text all over the screen, complicated controls/stats/etc, missions & mission markers, requiring a plot/motive other than challenge & fun, trying to be a frickin movie, etc). - But as much as I want B-12 to be a minimalist, 'figure-it-out' game, it bothers me to leave players completely in the dark if they want to get acquainted faster or are confused about a particular mechanic.
Over the past few days I thought a lot about what information was needed and how to make it accessible as quickly as possible. Today's update includes the brand-new Help menu, including a graphical legend and some tips & hints on gameplay, movement, weapons, etc. As always, let me know what you think!
The next small update will see level 3-1 completed, and a few other planned tweaks & changes. I also plan on posting a rough development roadmap soon, so stay tuned for that.
Good day,
-Phillip
Update 0.0.42
Hello everyone! Today's changes come in response to a bit of very constructive feedback I received from @FPS_DB. (Thank you!) Most of these were things I'd been pondering and wanting feedback on, so it was fun to go ahead and get them implemented. The controls feel tighter, and I don't think anyone will complain about having an FOV slider.
Let me know what you think!
-Phillip
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CHANGE LOG
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-----0.0.42------------------------------
-Fixed bug where achievement for using the Maintenance Pad was given without actually making a purchase. (Thank you, @FPS_DB for the bug-report!)
-Added FOV slider to graphics options (derp! I really should've done this right away)
-Tightened movement controls to where momentum doesn't keep you moving when there is no movement-input. This doesn't apply when you're standing on slippery ice, of course. ;]
-Removed fish-eye camera effect. I'd had several reports of players just not being fans in general, then I realized it was messing with the position of mouse-clicks in the UI so it had to go. Stuff like that annoys me wayyy too much.
-As always, feedback on changes to these and any other aspect of the game are extremely welcome!!
0.0.41 Update
Pushed a little update with a bugfix and some adjustments to help with difficulty.
-----0.0.41------------------------------
-Added 3 second attack-buffer at level start for B-1 turrets (I'd already done this for all other enemies. B-1 is the only bot that doesn't use the main AI script.)
-Made it so that enemies don't spawn within a certain range of the player at level gen. This helps to keep from getting overrun right at the start of a level.
-Fixed bug with auto-aim where it would permanently stay locked if you disabled auto-aim while a target was locked.
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GAMEPLAY HINTS
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-Don't read this. It's more fun to figure it out on your own.
-Well if you insist...
-B-12's plasma weapons, shields*, pound-attack*, and jetpack* all use up secondary/weapons-power (violet meter on HUD) (*corresponding upgrades required for each ability, denoted by icons in HUD).
-You can recharge B-12's weapons-power (violet meter on HUD) by holding the primary fire button/trigger, this will also produce three different power-levels of plasma shot, denoted by color. This can be observed both on the weapon itself and in the HUD below your structural-integrity (blue - aka health) and weapons power (violet) meters.
-There are three switches in every level, all of which will need to be activated to power up the exit teleporter. Each switch corresponds to a specifc power-level of B-12's main plasma cannon (blue/low, green/medium, and violet/high).
-B-12 can dash quickly in any direction by tapping the crouch button while moving. (Hold the button to stay crouched instead.)
-B-12 can perform a long-jump by dashing then immediately jumping in the same direction.
-Holding the jump button longer produces a higher jump and tapping it quickly produces a short jump.
-While in the air, B-12 can wall-jump (jump button and move in desired direction) or hop up onto ledges (simply keep holding movement control toward the ledge you wish to climb), giving a good chance to save yourself after a mistep or bad landing.
-You can charge up B-12's primary attack while you are shielded (requires upgrade), but you cannot shoot or perform a melee attack
-Whether you're playing with a mouse or a gamepad, it is recommended to leave auto-aim enabled. B-12 is a game of constant movement, especially when enemies are around, so auto-aim is provided as an important gameplay balance. There is no zone-damage on enemies, so high precision is not required. All you need to do is get your target near the center of the screen..
-There is no map feature in B-12, but plasma-burns and debris from combat never disappear. This can be used (along with the radar upgrade) to help you find your way around a tricky level.
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KNOWN ISSUES/BUGS/PERFORMANCE/OTHER COMMENTS
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-If the game runs too slow on your system, try setting the resolution to 800x480 and set all the graphics options to 'off'. It will run a lot faster, and it also looks nice and chunky. Keep shadows and/or SSAO turned on if your system can handle it.
-If you have a powerful system (ie. framerate never drops below 60fps), enabling v-sync in the graphics options is strongly recommended, as this will help with the smoothness and sensitivity of the camera at high framerates.
-Enemies can sometimes see/shoot through force-fields (and more rarely, walls) if they are standing up against tthem
-The enemy AI is very proprietary and a constant work-in-progress.
-Some crates and enemies will often fall out of the levels after they are generated. This will be cleaned up as the game nears completion.
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CHANGE LOG
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-----0.0.4---------------------
-Added levels 2-1, 2-2, 2-3 with a basic set of level-gen modules, as well as a small preview version (static) of level 3-1.
-Made it so that the jetpack will not work in extremely low temperatures (almost zero thrust, spews black smoke). That means, essentially, no jetpack in world 3.
-Added enemy robots B-5, B-6, and B-7.
-Added flight ability to AI script (for B-7).
-AI may now inform other nearby enemies when the player is spotted.
-Various other AI code improvements. Still needs work, for sure.
-Added weapons that drop from B-5 and B-6.
-Fixed major bug in level generator that was incorrectly and prematurely causing a level-gen failure.
-Changed white cell geometry from a sphere to something more coin-like since that is its function.
-Made upgrade drops from crates more rare since they will be available to purchase at the Maintenance Pad.
-Scrapped a lot of 1-2 level-gen content and reworked it for better flow, more chance of loops/cycles. Less variety for now, but more fun to play, I think. Will continue to add/improve with development, as with all levels.
-Improved explosions: Added smoke trails to debris. Fire-balls now fade out instead of just disappearing suddenly. Fire-balls grow at decreasing rate, rather than the opposite.
-Improved explosive antigravity crystals.
-Added destructible entrances to pyramids in world 2.
-Removed all laser and red forcefield traps for now. I may wait and have those not show up until world 4, AKA where bad robots go when they die.
-Made it so that the plasma-stomp cannot be performed if there is no ground below you. This should help avoid a lot of untimely, accidental falls to your death.
-Added mini-boss placement to level-gen code (encounter boss robots in a later level as a normal enemy).
-Coins/Credits now save to bank on level completion (funds are then available at any maintenance pad).
-Added the Maintenance Pad to purchase upgrades, weapons, and health. One available in each level, though it may be difficult to find sometimes.
-Re-tuned random drops (crates and enemies) due to implementation of Maintenance Pad.
-Changed default difficulty back to intermediate (AKA normal/medium/whatever).
-Made new sounds for menu select & activate.
-Added screen space ambient obscurance (SSAO). Took forever to find settings I was happy with. Still not perfect, but it improves the lighting and overall depth of the image a lot.
-Added menu option to toggle SSAO.
-Removed follow/auto-center camera option. It was fun to code, but it just didn't make sense in a game with nearly constant aiming/shooting.
-Added in-game option to change video resolution.
-Implemented Rewired (input plugin) so you can now re-map controls within the game.
-Removed Unity luancher window.
-Removed Unity splash screen.
-Made a custom cursor and cleaned up mouse interaction with menus.
-Moved crosshair option from Graphics menu to Controls menu (needed room, and it made more sense).
-Added 'Display Framerate' to graphics options.
-Tweaked melee code a bit. Bugfix: Melee weapons that did not require secondary power would become unresponsive when secondary power was low. Now fixed. Also, made it so that when your secondary weapon requires power, but power is too low, you will perform a normal melee attack instead.
-Added basic stats recording and displaying (level summary and within the menu at any time)
-Added Steam features (stats, achievements, cloud save)
-Implemented basic dynamic music system along with music by delogated (combat) and myself (idle/ambient). A lot of it will be replaced and/or changed as development progresses.
-Lots of polish and tweaks getting ready for EA release.
-Probably a bunch of other things I forgot to add to this list.
-----0.0.3b Alpha-----------------------
-Fixed potential game-breaking bug for anyone who has played an older version of B-12.
-Moved initial switch tutorial to hub
-Added big conduits to hub
-----0.0.3 Alpha-----------------------
-Re-implemented optional first-person perspective (Not sure why I removed it in the first place...)
-Secondary weapons now carry over from level to level
-Secondary weapons now use secondary/special power rather than having their own finite ammo supply
-Primary (right-hand) plasma launcher now uses secondary power (... now primary power, I suppose, since all powered weapons will use it.)
-Secondary power is now called primary power... er.. just power? (Blue bar = structural integrity, Violet bar = weapons power)
-Weapons power recharge is now immediate and a bit faster
-Re-tuned depletion-rate of all powered attacks
-Buffed melee attack damage and range ~20%
-Added separate input to swap out your secondary weapon (used to be same input as secondary attack)
-Changed default control config to better suit secondary weapons (Left trigger for left arm, right trigger for right arm)
-Made initial primary weapon shot (blue) fire upon input, rather than when released (as with the charged shots)
-Changed default crouch/dash button on gamepad to left-stick (press/button)
-Added ledge-hop/jump to aid movement throughout levels and to help avoid falling
-Re-tuned difficulty curve and changed difficulty names. Made "Novice" the default difficulty.
-Made the shield and plasma-stomp into upgrades, rather than being basic abilities. This replaces the supdershield upgrade (where shield did damage) with just the normal shield, and makes it so the melee upgrade is required to use the plasma-stomp. This gives much more meaning to those two upgrades.
-Improvements and additions to level-gen content for levels 1-1 through 1-3
-Various other tweaks, fixes, and optimizations
*-Added new enemy robot, B-5 (cratebug)
*-Started on level-gen content for world 2
*-Added jump-attack to enemy AI code
* = Tasks that were completed but not included in this release
-----0.0.2 Alpha-----------------------
-Increased ambient lighting and changed some textures to make colors more vibrant.
-Added jump input buffering to make jump timing less strict when landing and falling off of ledges. This gives a much better feel to platforming.
-Added secondary weapons (dropped by enemy robots)
-Added projectile accuracy/spread to enemy AI script
-Added difficulty setting and re-tuned 'normal' difficulty
-Added effects to make active teleporters more visible/emphasized
-Minor changes to sounds for melee attacks and the jetpack
-Other various tweaks/fixes
-----0.0.1 Alpha Rev. 2----------------
-Fixed a bug where the game gets stuck in the pause menu
-----0.0.1 Alpha-----------------------
-First public alpha release
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VIDEO MONETIZATION
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---I strongly encourage and appreciate the making and publishing of videos in which you are playing this game, as well as your own monetization of such videos.
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CREDITS
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---All code, art assets, & sounds by Phillip Foshee (also the ambient/idle music)
---Combat & menu music by delogated. (https://soundcloud.com/delogated)
---Font is "Copasetic" by Nicholas Curtis