0.0.4 Change-Log





-Added levels 2-1, 2-2, 2-3 with a basic set of level-gen modules, as well as a small preview version (static) of level 3-1.

-Made it so that the jetpack will not work in extremely low temperatures (almost zero thrust, spews black smoke). That means, essentially, no jetpack in world 3.

-Added enemy robots B-5, B-6, and B-7.

-Added flight ability to AI script (for B-7).

-AI may now inform other nearby enemies when the player is spotted.

-Various other AI code improvements. Still needs work, for sure.

-Added weapons that drop from B-5 and B-6.

-Fixed major bug in level generator that was incorrectly and prematurely causing a level-gen failure.

-Changed white cell geometry from a sphere to something more coin-like since that is its function.

-Made upgrade drops from crates more rare since they will be available to purchase at the Maintenance Pad.

-Scrapped a lot of 1-2 level-gen content and reworked it for better flow, more chance of loops/cycles. Less variety for now, but more fun to play, I think. Will continue to add/improve with development, as with all levels.

-Improved explosions: Added smoke trails to debris. Fire-balls now fade out instead of just disappearing suddenly. Fire-balls grow at decreasing rate, rather than the opposite.

-Improved explosive antigravity crystals.

-Added destructible entrances to pyramids in world 2.

-Removed all laser and red forcefield traps for now. I may wait and have those not show up until world 4, AKA where bad robots go when they die.

-Made it so that the plasma-stomp cannot be performed if there is no ground below you. This should help avoid a lot of untimely, accidental falls to your death.

-Added mini-boss placement to level-gen code (encounter boss robots in a later level as a normal enemy).

-Coins/Credits now save to bank on level completion (funds are then available at any maintenance pad).

-Added the Maintenance Pad to purchase upgrades, weapons, and health. One available in each level, though it may be difficult to find sometimes.

-Re-tuned random drops (crates and enemies) due to implementation of Maintenance Pad.

-Changed default difficulty back to intermediate (AKA normal/medium/whatever).

-Made new sounds for menu select & activate.

-Added screen space ambient obscurance (SSAO). Took forever to find settings I was happy with. Still not perfect, but it improves the lighting and overall depth of the image a lot.

-Added menu option to toggle SSAO.

-Removed follow/auto-center camera option. It was fun to code, but it just didn't make sense in a game with nearly constant aiming/shooting.

-Added in-game option to change video resolution.

-Implemented Rewired (input plugin) so you can now re-map controls within the game.

-Removed Unity luancher window.

-Removed Unity splash screen.

-Made a custom cursor and cleaned up mouse interaction with menus.

-Moved crosshair option from Graphics menu to Controls menu (needed room, and it made more sense).

-Added 'Display Framerate' to graphics options.

-Tweaked melee code a bit. Bugfix: Melee weapons that did not require secondary power would become unresponsive when secondary power was low. Now fixed. Also, made it so that when your secondary weapon requires power, but power is too low, you will perform a normal melee attack instead.

-Added basic stats recording and displaying (level summary and within the menu at any time)

-Added Steam features (stats, achievements, cloud save)

-Implemented basic dynamic music system along with music by delogated (combat) and myself (idle/ambient). A lot of it will be replaced and/or changed as development progresses.

-Lots of polish and tweaks getting ready for EA release.

-Probably a bunch of other things I forgot to add to this list.

-----0.0.3b Alpha-----------------------

-Fixed potential game-breaking bug for anyone who has played an older version of B-12.

-Moved initial switch tutorial to hub

-Added big conduits to hub

-----0.0.3 Alpha-----------------------

-Re-implemented optional first-person perspective (Not sure why I removed it in the first place...)

-Secondary weapons now carry over from level to level

-Secondary weapons now use secondary/special power rather than having their own finite ammo supply

-Primary (right-hand) plasma launcher now uses secondary power (... now primary power, I suppose, since all powered weapons will use it.)

-Secondary power is now called primary power... er.. just power? (Blue bar = structural integrity, Violet bar = weapons power)

-Weapons power recharge is now immediate and a bit faster

-Re-tuned depletion-rate of all powered attacks

-Buffed melee attack damage and range ~20%

-Added separate input to swap out your secondary weapon (used to be same input as secondary attack)

-Changed default control config to better suit secondary weapons (Left trigger for left arm, right trigger for right arm)

-Made initial primary weapon shot (blue) fire upon input, rather than when released (as with the charged shots)

-Changed default crouch/dash button on gamepad to left-stick (press/button)

-Added ledge-hop/jump to aid movement throughout levels and to help avoid falling

-Re-tuned difficulty curve and changed difficulty names. Made "Novice" the default difficulty.

-Made the shield and plasma-stomp into upgrades, rather than being basic abilities. This replaces the supdershield upgrade (where shield did damage) with just the normal shield, and makes it so the melee upgrade is required to use the plasma-stomp. This gives much more meaning to those two upgrades.

-Improvements and additions to level-gen content for levels 1-1 through 1-3

-Various other tweaks, fixes, and optimizations

*-Added new enemy robot, B-5 (cratebug)

*-Started on level-gen content for world 2

*-Added jump-attack to enemy AI code

* = Tasks that were completed but not included in this release

-----0.0.2 Alpha-----------------------

-Increased ambient lighting and changed some textures to make colors more vibrant.

-Added jump input buffering to make jump timing less strict when landing and falling off of ledges. This gives a much better feel to platforming.

-Added secondary weapons (dropped by enemy robots)

-Added projectile accuracy/spread to enemy AI script

-Added difficulty setting and re-tuned 'normal' difficulty

-Added effects to make active teleporters more visible/emphasized

-Minor changes to sounds for melee attacks and the jetpack

-Other various tweaks/fixes

-----0.0.1 Alpha Rev. 2----------------

-Fixed a bug where the game gets stuck in the pause menu

-----0.0.1 Alpha-----------------------

-First public alpha release


B-12-EarlyAccess-004.zip 74 MB
May 08, 2017

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