Full notes
Full Splitfire update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Store
- Balance
- Fixes
- Events
Added several major new features to the game, weapons, enemies, bug fixes, and I even made a few new bugs for good measure!
Including:
- Thruster!
- Cube Enemy Class! (3 New Enemies)
- Chaser Weapon Class! (3 New Weapons)
- Options Menu!
- Weapons are now earned one at a time with high-scores!
Details:
- Added Thruster! Revamped physics system to accommodate for higher speeds. Acceleration, deceleration, and collision are all smoother and more realistic now.
- Revamped 'Physics' enemies into 'Stone' enemies. They now have a new material and actually collide with each other and other enemies.
- Built Cube Enemy class. Shiny, glowy, glass cubes jump around the arena, vaguely in your direction. Light up when they move or touch something.
- made 'chaser' weapon class. (3 new weapons)
- it now displays 'prize scores' within our scoreboard. it will even cross them off if we have a score higher than them. it will then add any earned weapons to the weapon shop.
- Made it save and load your last loadout.
- Made it so levels show their enemy color and type percentages
- Changed the enemy-spawning algorithm so that the likelihood of an enemy of a certain type or color will spawn can be changed per-level.
- Changed the ammo-spawning algorithm so that enemies of any color can spawn ammo of any color.
- Snakes no longer receive bonus damage for color-matching weapons. This also fixed a bug where snake tails could get left behind.
- Made it so snakes spawn ammo per-body piece, and it spawns at their tail.
-made a function so if i update the cost of a weapon, the new cost will be updated for players without them having to start a new game.
- Made it so 'prize scores' are loaded from a data table and not the player's save file. This way, If i want to add, edit, or remove a prize-score, the update will be immediately reflected for the player without the need to start a new game. prizes already added to the store will not be removed.
- Similarly, if a player earns treasure by exceeding a score-threshold, but I then raise that threshold to be higher than their top-score, the player will keep the weapon, but not the treasure, even if that results in a negative value. In this case, they'd get their treasure back as soon as they exceed the new threshold. - fixed a bug where a 'no ammo' pickup would spawn.
- fixed a bug where if you ended a level with your triggers pulled, you'd start the next level already firing your weapons.
- Made a star/arrow display to show if a player has new Challenges available.
- Made a feature so that when new options are added to the game, default options are automatically added to already existing save-files, while preserving previously chosen options.
- Made it so if there's a challenge selectable left or right, then an arrow appears next to the star.
- Made it so you have to beat a level 100% to unlock the next difficulty
- fixed a bug where enemies would shatter the 'killzone'
- added Options menu, as well as several options that effect controls and UI.
- added additional 'challenges' for each level
- added tutorial prompt to level select
- fixed a bug where the scorpion would not appear at the start menu after quitting a level.
- fixed several bugs involving planets revolving
Source
Changelog.gg summarizes and formats this update. How we read updates.
