Lots of changes today. I'll go into some of these in more detail.
Dash
Dash has been changed so that a single dash only uses up part of the cooldown. This allows you to perform a couple of dashes in a row if you have enough cooldown saved up. I will no doubt tune the cooldown a bit more based on feedback.
I've reduced the amount of the dash momentum that is preserved after the dash since it was pretty ludicrous at full dash speed.
One thing that isn't very clear at the moment is that you're invulnerable during the dash. I'm thinking about a way to properly convey this.
Upgrades
I've changed all the text for the upgrades to actually tell you what's going on. Instead of saying, "Increased agility", it now says "+10% agility, +10% dash speed, +2% dodge chance" for example.
What's still not clear is what the percentages refer to. Each percentage is a fraction of the difference between the min and max values. So +1% health sounds pretty low, but the difference between min health (50) and max health (500) is quite large, so that translates to +5 HP after rounding.
The upgrade icons now stack on the hud to make it clearer when you have multiple stacked upgrades on McRogue.
The upgrade rocks are now correctly referred to as 'runes'. I've spaced them a little further apart now, since it was definitely spawning way too many in each level.
Score
The game now calculates a proper score for you based on time, money, kills, damage dealt and runes opened. We track your best score for each individual element and will show you when you break your own record. This is a precursor to getting leaderboards in.
Related to this, you now lose all your money apart from $15 when you go through the teleporter. The idea here is to get you to make a choice between going through the teleporter before the game gets harder, or perhaps trying to explore the current level a bit more to get some more upgrades.
Map
Some of you probably don't know this, but there is a map in-game. Check it by holding down the back/touchpad on the controller, or by holding tab.
The map now uses (placeholder) icons to show points of interest when you see them. Blue means upgrade rune, green means health, and yellow means the teleporter.
Orbs
The money and health orbs now use a particle effect which looks quite a bit nicer. I had to fix some bugs with particle sorting and add a new emitter type to make it look nice. It interacts with the wind system too.
To make sure that the particle system doesn't go crazy when you kill lots of enemies, I've change it so that just once orb spawns for each enemy you kill. The orb contains all the money that enemy had.
The orb colors now roughly match the coloring for their use (i.e. the money orbs are yellow like the icons, and the health orbs are green).
The orbs now also have a sound attached to them and the health rune will play a sound when ejecting them. It was eerily quiet before.
Other Stuff
- When gaining $ over time, you now see the icon coming out of McRogue
- Fix missing decals due to accidental object slicing