Hello hello.....so it is me here again, after some months, and now with lots of new features! i am very proud of this update, i had some more details planned to it and maybe i am posting it in a bit of a rush, but thats because this update is so crucial for the game that i couldnt keep the update on the fridge for longer!
Title Screen
-Brand new title screen
>Changed the normal text of the title to a full hand-drawn sprite, with a custom letter for C
>Changed the subtitle as well, with a custom color as well (a light purple)
>Positioned the title better, more up and more centered
>Doubled the size of the title and subtitle, making it stand out even more
>Changed the size and color of the update text, now every time you go back to the main menu it chooses a random color between 6 options
*Green, Yellow, Red, Blue, Cyan, Purple
-New options to choose from the main menu
>Changelog
*Shows a very resumed version of the actual changelog
*You can select which version to read
*You can change pages
>Credits
*Showcase the amazing and smart and cool and hot people working on the game (Me)
-New background for the title screen, its a simple blue gradient
-New option on the graphic settings, being able to toggle the background (Make it stylized or making it back into a simple black screen)
Visual Changes
-Changed the color of the nekomancer's bullets to a lime green instead of the regular yellow
-Made the x_potion spin when throwed, and slowed it down a bit as well
-Made the character sprite "look" to the side the mouse is poiting at (Right or Left)
-Made sure the character doesnt change direction while the game is paused
-Now the player has a bar of "Effects" beneath him, stuff like dash recharges, shields, debuffs, buffs
-Made sure the weapons were shown correctly regarding the graphic mode
Bug fixes
-Fixed an event from the nekomancer being out of place, making the game crash whenever the player died
-Fixed the bleeding effect causing 1 of starting damage instead of 0.5
-Fixed a lot of ocasions where the game bugged because the player died with neko enemies on the scene
-Fixed a lot of bugs where the multiply enemies and small enemies would crash the game
>Fixed a bug where colliding with the small enemies when they were created would crash the game
>Fixed a bug where the bullet shards colliding with the small enemies when they were created would crash the game
>Fixed a bug where neko enemies colliding with the small enemies when they were would crash the game
-Fixed the enemy quick NOT being quick
-Fixed Enemy Healing circle healing more than it should
-Fixed Enemy Spawn spawnining strong shooters when it should spawn the strong close range enemy
-Fixed knight not being able to apply effects to the enemies (lol im so dumb)
-Fixed bug of enemies getting hit by bullets shots seconds before player dies (making the game crash)
-Fixed bug of roaming staff NEVER increasing the damage of the bullet to match the player damage
-Fixed double sound effect of menu select when you have the sub menu on screen
-Fixed bug of the bard shooting sound effect playing nonstop after leveling up
-Fixed an issue with the system of randomizing stuff, now everything is random in a more proper way
Neko System Fixes and Teaks
-Now neko enemies cause "green" damage
-They also have a green healthbar
-Fixed the mistake where the Roaming neko enemy didnt actually shoot roaming bullets
-Fixed the mistake of the blinding enemy being on a weird angle
-Now the multiply enemy spreads the curse through its children
-New sprite for the strong enemy neko
Musics and sound effects
-Got RID of all AI music
-6 new musics (BloodSouls - For the menu; ExcitedFields, SingingBirds, LargePalace, FunkyTavern, CountryCats - For the game)
-Remembered to add the sound when moving through the pause menu in the game
-New Music System
>The music now is randomized at the start of the game
>The music gets randomized again every 2,5 minutes
>The name of the music appears on the corner of the screen for some seconds
>Made sure the name wont stay if you leave quickly to the title screen while its changing musics
Enemies
-Made all the enemies (beside healer) being into one object only, so that future updates will be easier
-Enemies now focus on neko enemies whevener they exist
-Made each enemy have a different score value, so some enemies give more score on the end of the game than others
-Tried to enchance collisions with floor
-Enemies have a better "nearest" identifier
Misc/Random
-New spawn system for the dev room
>Press 1 and 3 to move around the enemy list
>Press 2 to spawn the current enemy on the list
>The enemy that is selected will appear on the corner of the screen
-Added the damage number on the player as well
-Made an object that has the function to create the damage numbers instead of making it directly on the enemies (performance purposes)
-Made an intro for the game
Nerfs and buffs
-Increased Roaming staff cooldown by 0.2
-Roaming staff damage bonus per damage attack level is = 0.25 damage (0.5 per attack card)
-Buffed nekomancer curse chance from 5% to 15%
-The firework bow now has a 10% chance to burn and 20% to stun enemies
-Decreased the base damage of the knight
Gamemodes
-Added 2 new variants of the infinite mode for the game
>Long Distance Only (As the name says, it only spawns long distance enemies)
>Close Distance Only (As the name says, it only spawns close distance enemies)
>They can be selected from the main menu
Weapons
-New Weapon: Ice Staff
>New unique bullet sprite (Ice_shard)
>Has a 50% chance of slowing down enemies
>Has a 5% chance of freezing enemies
-New Weapons: Blood Dagger && Dual Blood Daggers
>New unique bullet sprite (Red_dagger)
>Has a 50% chance of inflicting bleed to enemies
>Bleeding does either 2 time less damage or 4 time less damage (depends if its dual weapon or not)
-New Weapon: Toy Knife
>Undertale Reference
>Unique timing feature
>New sprites for the bullet, fighting bar, and fighting indicator
>If fighting indicator is on the red area, less damage, if it is on the yellow area, normal damage, if its on the red area, more damage
>The indicator moves back and forth on the figthing bar above the player's head
-New Weapon: Iron Katana
>0.25 more quick
>1 Less damage
>Critical damages inflict bleeding
-New Weapon: Iron Warhammer
>0.5 Less quick
>1 More damage
>Critical inflicts stun
>Will work on it better in next update
Gameplay
-New Perks
>Dash: Gives the player 1 dash recharge
>Shield: Gives the player 1 shield recharge
-New dashing system
>If the player has 1 or more recharges of dash, it can use it to dash to the last direction he moved by pressing espace
>While dashing, the character is untouchable, and cant receive damage
>The dash last for a brief moment and you cant control the movement
>While dashing the player creates brief mirror images of itself that quickly fade out
-These images go with the graphic settings too
>While the dash recharges are less than the maximum amount of recharges the player can have, he will slowly regenerate them
>Also adds a dash recharge on the player visual effects bar beneath its health bar
-New shielding system
>If the player has 1 or more recharges of shield, it can ignore 1 instance of damage per recharge
>While the shield is on, you can see it around the player
>If the shield recharge amount is less than the max, slowly regenerates the shield
>The shielding recharges can be seen beneath the health
-New Effect (Charm)
>Exclusive effect that only the bard can inflict
>Makes the enemies attack other enemies for a brief moment
>Charmed enemies arent targeted by other normal enemies
>Charmed enemies can fight between each other
Class Perks
-Now each class has a special perk that they start with
-Mage: [Elder's wisdom] (Starts the game with 1 reroll)
-Nekomancer: [The nekomancer] (Only class with the "Curse" effect)
-Warrior: [War shield] (The warrior starts with a shield that blocks 1 hit, slowly regenerates)
-Bard: [Bard's charisma] (Only class that can "Charm enemies")
-Thief: [Sneaky stab] (The thief starts with a dash, but unlike the normal dash, if he passes through an enemy, it deals contact damage)
-Archer: [Headshot] (When landing a critical hit, there's a chance to trigger a HeadShot [15% chance], which deals double the crit)
-Alchemist: [Intense dose] (The effects either have a lower cooldown to hit, or a higher cooldown to end, depending on whats better)
New language system
-Completely changed the way text is coded in the game (using csv files)
-New option on the menu to change the language
>Options: Portuguese/English
>A flag appears on the corner of the screen to show the current language
-Game starts in english by default
-Translated all the text in the game
>Portuguese isnt properly translated yet, because of the lack of special caracters, will add it next update
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