- Bullets make a sound when they hit a wall
- Image gets color shifted, desaturated and noisy if player has too few bits
- Added doors
- Player names (non-editable yet)
- "Tutorial rooms" - very short, stripped down rooms, which aim to make certain game play concepts/mechanics clear
- A way to choose input type at the start of the program
- A lot more maps
- Collision multipsampling for the player
- pre-commit hook in git generating a timestamp for the commit and potentially other stuff later (for demo/gameplay recording library) (to distinguish different versions)
- "Banners" - Messages that fly in triggered by certain events (doors opened, all enemies destroyed)
- Endscreen so the game doesn't go infinite
- Bit gain/lose animations
- Webinterface for demo upload key management/download
- Weapon upgrades (super beta)
- Dislaimer at the beginning of the game
- Dash marks
- Player images (trying out only one by Lukas)
- Almost all sounds in the game now have random pitch shifts
- demoLib for recording gameplay (testing footage) - https://github.com/pfirsich/loveDemoLib
- Added uploading script to database (PHP)
- Made an uploader in Python that will be invoked when the game closes (also for crash reports) (and spent 3-4 hours making an .exe out of it)
- New Tweakables (automatic parsing and realtime update in the code) (see blog)
- Integrated demoLib
- Made tickSimulation deterministic by having it's own RNG
- A map generator
- Loot now disappears after a while
- Fast forward during playback mode using the space key
- Added a broadphase for player-enemy and enemy-enemy collision detection (a grid)
- Enemy number and corridor size scales with player number
- Added flow field generation (recursive for all tiles, own stack, own stack with FFI and during map generation breaking compatibility) and ping particles
- Added integration of superprintf_love2d
- Upgrade screen with weapon upgrades, ping & dash upgrade
- Speed and Toughness upgrades and price doubling / only being able to buy something once
- Player statistics in dead screen with blinking prompt + a few more statistics related bonuses
- Scrolling text, rather than cut-off text
- Auto fullscreen with F11 + opening config with 'C'
- An "Atrium" where player can join and leave the game with a key press (rather than adding players in the start screen)
- Custom player names
- Uploader is called from fused mode
- A readme
- Bullets have circle collision volume
- Enemies show life loss by thinning their outline
- A lot more Bits per picked up Bit and a lot more Bit decay -> the game feel changes drastically
- Movement rolled back, using the old system again (forces and friction)
- Only the player border flashes now
- Enemies don't grow stronger gradually. Rather I want them to also differ visually and in behaviour.
- Even faster Bit decay
- Random weapon generator now only uses fixed damage/second. No other constraints used.
- Dash is longer
- Post processing can be turned off in the configuration file
- Increased Bit pickup radius
- Recoil a lot stronger
- Migrated to love version 0.9.2
- loading gamepad mappings from SDL database
- Shoot threshhold raised (on gamepad)
- Screenshake also shifts colors and makes the image noisy
- Switch to GitHub's Atom (I only say this here, because I have a dozen commits that differ only in whitespace... - Otherwise that think is absolutely gorgeous)
- GRID now only computes solid tiles (a lot faster now!)
- More cybery caption when level is cleared ("ACCESS GRANTED")
- Starting weapon deals more damage now
- Optimized checkCollison to use table lookups rather than string comparisons
- Optimized pointAABB collision a little (seems to have done a lot though)
- GRID will only be calculated for visible tiles
- Enemies only "think" in intervals of about once/sec rather than every frame. Behaviour and decision making are separated now.
- Enemy physics will only be calculated if their velocity is > thresh or there was a collision last frame
- Weapon upgrades even less likely
- Map generator now preferes directions away from the center to avoid gaussian distributions
- No loot weapon upgrades
- Config is opened from save directory
- Bit decay slower when enemies are dead
- New ping leaves a trail (and looks a lot cybery-er and cooler)
- Ping is now activated by pressing the left stick
- Shock tiles now work with new movement
- Bullets use multisample collision detection, so faster ones don't fly through walls
- Bullets will not live through multiple maps
- Collision multisamples don't cause bullets to collide with player more than once
- Game can't be started without a player (Geez, Jan...)
- The player now always has the same weapon after dying
- Goal will no longer be unreachable. (I hope)
- Prebuilt maps work with flow maps now
- No Rumble on exit! Finally!
- Small maps won't be too small and crash the game
0.1 - http://theshoemaker.de/2015/01/sudohack-bits-ai-weapons-movement-and-a-lot-more-pretty-a-really-long-one/
- Moved all notes to Trello, which is awesome!
- Added "tweakables"
- Scaled all dimensions (position, velocity, acceleration) and expressed them in units of tileSize
- All collision geometry is now called "collisionShape"
- Added an aim line
- implemented setMasterVolume
- Enemies drop Bits now
- If bits <= 0 -> "deadscreen" -> space = new game
- jmp tiles now implemented
- maxBits from map file
- Made random weapons more even in power level
- AI had problems (colliding with dead enemies, didn't follow as it should). Now fixed and much better.
- Starting the game again gives you a new random weapon
- With a random sound! ShotSynth integrated.
- Zoomed out a little
- Implemented Dash
- Redid movement to be more responsive (for a Gradius/R-Type feel)
- Dash sound
- Enemy hit flash
- Removed angle spread, so weapons with multiple shots are better
- Added the GRID!
- Added Bloom and "tails" for players
- Joystick-input now uses "gamepad mapping"-abstraction-layer
- Twinstick-Shooting + Gamepad Rumble!
- Added RGB shift and scanline shader
- Tried two types of level generators, both to only mild success (I will definitely not use them in their current form)
- Changed bullet sprite