New Monsters, Upgrades, Hazards, BossFights!
It has been 29 days since our last update and boy do we have a list!
FEATURES
- Highscores.txt can be found in root directory of game.
- Elevator Exit - Shakes and then dings when it stops.
- Exploding Crack Spawner
- New Monster - Bruiser
- Dev Tool -> Enemy State Manager
- Music Controller with fade and crossover.
- New Skill - Dash
- Turret Hazards
- Moving Turret Hazards
- Bullet Casings
- Dead Enemies and Bullet Casings lower contrast to clear the screen.
- Wall Spike Hazard
- BOSS HP Bar
- Test Subjects bob back and forth.
- Exploding Crack Hazard from the side
- Smokey Background Effect
- New Monster - Hunter Seeker Rabbit
- New Monster - Drone
- Item Outline for Rifle
- Tutorial for Move, Shoot, and Dash
- Falling Items
- Monkey 2.0
- Floating Score Text
- Hue shifting outline text on enemies that drop items.
- Bouncing Score UI
- Capsule Style HP Bars for player.
- Game works fully on gamepad.
- Level exit arrows are most active.
- Finished Screen to let testers know it is over.
BUGS
- Turn off dash at game start
- Monkeys aren't glowing when they have items.
- Room 3 - remove glower.
- Room 4 or 5 - 1 glowing weapon giver
- Pause Menu should always start with first item selected.
- Delay until level start to show the arrow shoot tutorial.
- Player can shoot when paused.
- OPTION - Make the swap move and shoot controls enabled again.
- E1M10 - The falling briefcase should glow.
- E1M10 - BOSS HP Bar - When boss is near death. say 1hp we should always show 1 bar left.
- E1M10 - The falling briefcase should have a falling sound effect
- E2M2 - Bottom door should open when you walk through it.
- E2M7 - Monkeys thrown by boss are not the monkey2
- E2M7 - GAME OVER when killed by projectile.
- E2MD - Make some of the drones drop donuts?
