v0.8.74 (nicknamed "Ember") Changelog:
Fire mechanics (introduced in last bugfix update, but expanded upon)
"Last Save" made default option on Game Over Screen
Bugfix: Player throwing ordnance while climbing ladder
Enemy Ticket System, adding a new layer to Alert Mode
Updated missing animation of Enemy Captain Unit (Death Animation 1 & 2, Crouch Walking)
Prevented Player from bleeding out while consuming healing item
Added contextual UI for interacting with keycard door without sufficient keycard level
Updated sprites
Base Layout Map (in-game object)
Ledge Grab animation
Weapons
AVGR-7 (Galil inspired)
CHC33 (QJY-88 inspired)
(Mission 1:) Replaced BG color inside base from pure black (RBG 0 0 0) to slight blue tint (RGB 12 15 22)
Cleaned up redundant assets not visible to player
Bugfix: Corrected missing wall in Security Annex (Mission 1)
Added an UI FX for when the alarm is triggered
Weight Rating System added
Keycard Door panels have been optimized, level 0 (no keycard) buttons are introduced
Bugfix: fixed bug causing keycard door panel to not properly animate in certain instances
More scripted encounters with Krynkel added
Changes to Mission 1 Level Design
Added a (secret) corridor with a connection to armory
Added a ventilation shaft connecting floor 1 & 2 above hangar
Added a Ceiling CCTV near save station in Electrical / Archives
Slightly raised the roof at jumping point inside ice cave
Added ignited Gasoline Tanks to memory array, not to respawn when reentering area
Integrated Exploding Barrels into Gasoline object as a variation for streamlined & optimized coding
Made ammo a potential loot drop from enemies (currently equipped guns determine ammo type)
Created collectible/item sprites for all ammo types
Minor adjustments to Item Feed UI
Made CCTV objects destructible from explosive blasts
Bugfix: Fixed bug causing Mounted Sentry to fire endlessly when reloading save
Significant improvements to Dialogue System (Box UI & code)
Made healing animation cancel when taking damage
Made player able to cancel healing animation
Adjustments to Ceiling CCTV; added two new animation frames, slowed turn-rate to allow longer window for player to sneak past
Work on Mission Selection Screen
"Yes/No" prompt for launching mission
Checkmark to enable/skip mission briefing
Adjustable image windows for Mission Briefing
Mission Briefings added
Bugfix: Prevented dropped loot from enemies from being stuck inside walls
(Mission 1:) Made enemies open front gate when detected outside entrance
Added option to jump to title screen at "Created by Tobias Edvardsen" by pressing Escape
Cleaned up some messy code
Properly labeled some nameless assets
Bugfix: Volume not mixing correctly for War Room/Briefing ambience
(Mission 2:) Renamed sector "Red Valley" to "Wadi Rouge"
Bugfix: Mission Start UI FX lingering on screen if leaving sector prematurely
Improved Cutscene Skip UI
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