The first real update in over nine months, so how much have I done in those 9 months?
Nothing, pretty much... I have not been working on the game since the last minor update (2.13.0), I made this update in just under a month because I was bored of working on my other passion project, Six Hours at Diddle’s, and wanted to have a break. I kind of got carried away with how much stuff I added and improved, but I think it turned out pretty good. My favorite addition in this update has to be the Fire Axe, mostly because of the animation (which I put a lot of time into). This is nowhere near what I want the full release to be, but it’s serviceable until then.
Speaking of the full release… I have no idea when it’s coming, in fact, I’ve done pretty much no work on it XD. I really want to keep the same style with the full release, which means keeping the SVG vector format, and I can’t find many good programs that can edit SVGs well (besides, of course, Scratch). The reason it’s so important is the fact that I can so easily edit them. This is kind of exclusive with S.U.T.A, though, because my other games (Home Grown, Pitch Black, Flipping Reality, etc.) have very clear styles that work fine in the PNG format, which works great with programs like Krita, PaintNET, and other programs I use.
So although I started working on this update because I was bored and wanted to have a little nostalgic fun with Scratch, this actually turned into a pretty good game, and I'd be lying if I said I didn't learn anything from the experience. One thing I now plan to do is release the full game on Newgrounds! I honestly loved releasing this on it, and I hope to release more of my games there in the future.
And, no, the title is not implying that I will continue releasing updates until the end of time. I have a lot of stories I want to tell, this is just one.
Additions
Rogue Mode: Rogue-Like Survival
Higher difficulty
Item shop every 5 rounds
Barrier upgrades
New Boss: Bulky
4 New Weapons
The Deagle (Pistol): 32 damage, 9 rnd magazine, great handling, high knockback, 10rps semi-auto, 1.4s Reload
The Revolver (Pistol): 46 damage, 6 rnd chamber, poor handling, low knockback, 6rps single action, .3s + .3s/rnd reload
The Fire Axe (Melee): 55 Damage, very low knockback, .45s windup, .4s holster, straight swing, hits a single enemy
The Machete (Melee): 26 Damage, low knockback .25s windup, .3s holster, wide swing, hits three enemies
Gradient alert for boss directions
Options menu
Changes
Gameplay re-balancing
Enemy health
Enemy speed
Added enemy velocity
Removed Item spawn RNG
Removed $urvive item
Loot spawns after each wave only
Plank rewarding now global
Enemy damage is now periodic (as opposed to continuous)
And more…
Gunplay improvements
Added handling system
Reload canceling
Classic Mode Changes
Enemies don’t spawn from the bottom
Two barriers are placed on top for free
Longer downtime
Several redesigned sprites
Audio mixing
Early dynamic music
Bye bye original Pistol
Tapping E now repairs barriers
Barriers now snap to a grid
Redesigned HELP menu
Patches
Fixed several issues with Turbo Mode
Fixed the game stopping after winning Classic
Fixed placing barriers on other barriers
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