Version 0.0.4 Released!
Version 0.0.4 is now live on Humble for testers, hooray!
There’s a few new things in this build to look at, so let’s dive in…
First, here’s the controls so you know what you’re doing. There are some instructions during gameplay, however it doesn’t hurt to know what you’re getting into.
Arrow Keys and Enter are for navigating the main menu
Arrow Keys move the Intern in-game
Z – Jump
X – Fire Weapon
A – Swap Weapon Left
S – Swap Weapon Right
D – Interact
New Logo – It animates!
Better starry background
Simple Interactive Objects – We’ve littered examples of these objects throughout the Apartment scene. Pressing the Interact key (“D”) will toggle the objects between 2 states. We’ve already begun work on more complex interactive objects, but this is the foundation.
Terrain in Random Levels – The random levels are starting to look nicer. Right now the same terrain is used for each level. We have 2 terrain styles in the engine, but the generator only displays a single style at the moment. The next build should begin the address those sorts of visual things in the generator.
More pretty art – One of the scenes in the game flow, the apartment, has been pretty’d up with some bg art. The other scene, Command, will be pretty’d up this coming week for the next build. I will say though… these scenes are placeholder until we’re happy with the other systems in the game enough to begin building the final environments.
EP is pretty cool now – It drains when firing weapons, but regens fairly quickly. However if it’s completely depleted, a cooldown must be satisfied before regen-ing will resume.
The Robot Peons have been polished – There animation quirks were removed, and they’ve also been given a better behavior pattern.
Directional Aiming – The weapon sprite used to look funky when looking up/down as it wouldn’t align properly with the Intern. That should be fixed now.
Weapon polish – Weapon values have been adjusted to feel better. In addition, little “poofs” have been added to shots that expire without hitting anything.
If you want to discuss bugs or other issues, you can do it right here by commenting on this post. I’ll be active in responding, so check back often!
Now that 0.0.4 is out we can start focusing on the next test build. The next few builds should focus more on interaction and accomplishing goals in gameplay. Pop-ups, eTools, more enemies and more complex interactive objects are all being worked on this coming week.
Take care, y’all!