This release was mainly focussed on two features...
One: Baddies did not react naturally when they were blown up with a bomb. To address this, we had to add a new state the Baddies could be in, Stunned, and then handle all of the effects being stunned entailed. Such as NOT completing on-going attacks, powering down charge ups, being confused for a while, wobbling around, making a sound when they are hit etc.
Two: The level Pipe Dream had a pretty cool concept, and some of it was roughed out. But it needed some extensive work to take it nearer to completion. That work is now complete. Please give it a go, and any feedback on it is most welcome.
IMPORTANT NOTE. This is a last notice to Early Access customers to play the game now, or lose the free keys that are granted in-game, to allow you access to the free level packs when they are released. EA customers have until the 30th of May to do this. So, play now, or lose this benefit!
Headline Features
- BADDIE: Added animation for when a baddie is stunned (hit with bomb blast), and also transitions nicely into non-stunned state.
- BADDIES: Added sounds for when Baddies are hit with a bomb blast, or fall into the sea.
- EFFECTS: Drowning Bubbles, these are spawned at the point that a Baddie falls into the water. Glub glub glub, gone...
- EFFECTS: Updated Speed effect to make use of PER Avatar effect color. So now RED marbles have a red trail etc.
- BADDIES: Many edge cases caught when when Baddies are killed.
Updated Level
- Pipe Dream - This level has been heaviily re-worked and enhanced, in terms of game-play, set dressing and more. Its quite a challenge. Could be the end level for Chapter 2...
Complete Notes
- BUG: Fixed Marble Goal not initialising on level load.
- BADDIE: Energy Shield, added general glow light from the shield at its base level, looked odd with the glowing shell casting no light.
- LEVEL: Pipe Dream - Further refined in terms of game-play and set dressing.
- SET DRESSING: Added new Rounded Platform surface for Pipe Dream, we can expand on this basic design for other levels.
- SWITCHED ROTATOR: Added check for existence of Gizmo and Gizmo lines, and is now created if not present on a Switched Rotator.
- SWITCHES: Added method for displaying if a Switch if something has Subscribed to a switch. Gizmo appears as orange.
- BADDIE: Added Emote sounds for Ouch and Falling.
- EFFECTS: Added Discharge animation to EnergySphere attack, used when attack is aborted during charge up.
- SCENE: Set loaded Scene as Active scene.
- EFFECTS: Drowning Bubbles, these are spawned at the point that a Baddie falls into the water
- SOUND: Added Positive Ping sounds effect for when a Baddie is killed.
- EFFECTS: Added new Drowning effect for Baddies when they fall in the water, includes bubbling water sound plus bubble particles
- SOUND: Recorder new Baddie sound effects.
- BADDIE: Refined how inactive baddies demur.
- BADDIE: Added animation for when a baddie is stunned, and also transitions nicely into non-stunned state.
- BADDIE: Added new Stunned State to Baddie.
- BADDIE: Added new Emote to show that Baddie is Stunned.
- BADDIE: Added a lot of checks to try and stop Baddie code getting into a lockup or other failures during death
- BADDIE: Updated Baddie code to be able to handle being stunned, including disabling on-going attacks etc
- EFFECTS: Updated to disable when speed gets too low, or when level is restarted.
- EFFECTS: Added effectColor to all Avatars, and defined color.
- EFFECTS: Updated Speed effect to make use of PER Avatar effect color. So now RED marbles have a red trail etc.
