Releases: constance012/Motion_Paradox
Releases · constance012/Motion_Paradox
v2.1
Post-jam Version 2.0 - 11/09/2024:
New content and features:
- Add silhouettes to objects and entities to make the game more dynamic.
- Add a main theme music: Background News - Thinking Time by Sonican.
- Implement a difficulty scaling system that works together with the enemy spawner to dynamically adjust the spawn chances as the player progresses.
- Implement a leveling system for the player, experience can be gained by collecting energy capsules dropped from enemies.
- Add more sound effects: projectile shot by enemies, missile fuel burning.
- Add a muzzle flash effect for ranged enemies.
- Add a versatile upgrade system which allows the player to purchase an upgrade when they're leveled up.
- Add 8 new upgrades, each with their own icons and effects. Upgrades require a type of currency to purchase, which is dropped by killing enemies.
- Add the missing silhouette to the portal at the prologue cutscene.
- Add invincibility time to enemies to avoid being rapidly damage by piercing bullets.
Improvements and optimization:
- Visualize the border of the map by making the surround area "sink" to the bottom, which differentiate them from the walkable area.
- Optimize the instantiating and destroying process of projectiles and the ammo HUD using object pooling.
- Update the sound effect for gunshot, add a chambering sound when the player chambers a new round.
- Firearm recoil now causes the player's cursor to climb upward, depending on the recoil strength.
- Optimize the process of instantiating projectiles using object pooling on a single master script instead of having each entity hold their own pool.
- Optimize the dropped items instantiation process using object pooling.
- Reward the player with 1 reroll chance every 2 levels.
- Optimize the enemy spawning mechanic using object pooling.
- Optimize the effect instantiating script using object pooling.
Bug fixes:
- Fixed an issue where items dropped by enemies get clumped sometimes get clumped together in one spot.
- Fixed an issue where the cost text of an upgrade is still red even though the player has enough scraps to purchase said upgrade.
- Fixed an issue where the continue cue of the dialogue box keeps sinking down every time the box activate.
v2.0
Post-jam Version 2.0 - 11/09/2024:
New content and features:
- Adds 3 new ranged enemies: Scout Gear, Interceptor Gear, and Destroyer Gear.
- Adds spinning animation for enemies.
- Adds a turn radius property to the enemies' AI so they don't abruptly change their direction while flying.
- Adds highlights to bullets and projectiles so they don't blend to the surroundings, which makes them easier to spot.
- Adds a spreading property to the player's gun, which determines the accuracy of the weapon.
- Adds a camera switcher script responsible for switching between different camera in the scene.
- Adds a new aiming mechanic for firearms that allows the player to hold down the aim button to pan the camera further in the direction the gun is pointing.
- Adds a recoil effect for firearms that causes the muzzle to climb upward and back upon firing.
- Adds pointers that show up and play a sound effect when the player's mouse is over UI buttons.
- Adds recoil effect and projectile spreading for ranged enemies.
- Adds more sound effects: explosions, notify sound when the portal activates, metal impact sound when enemies are hit.
- Adds post-processing effects to the scene, including Bloom and Vignette.
- Adds text typing animation and sound for the dialogue text.
- Adds an option to adjust dialogue speed in the Gameplay section in the Settings menu.
- Adds a prologue cutscene.
- Replaces the static crosshair with a dynamic one that expands or shrinks depending on whether the player is firing or aiming.
- Main menu and settings menu are now implemented, allowing navigation between scenes adjustment for audio, graphics and aim speed.
- Implements a versatile dialogue system using inkle's narrative scripting language, Ink. The system can handle basic dialogue flows, branching flows, choices, metadata tags and external function calls.
- Replaces the tutorial text with an interactable book that triggers a dialogue when interacted with.
Improvements and optimization:
- Each enemies now has a unique attack pattern.
- Enemies can now drop multiple types of loot based on their chances in the loot table.
- Reworked the attack pattern of 2 existing melee enemies: Pawn Gear and Suppression Gear.
- Improved the enemy spawner logic of calculating spawn positions and spawn rates.
- The game over screen now displays different messages depending on the current state of the time portal.
- Overhauled the ammunition count HUD by adding animations for each actions, such as reloading, chambering, firing and pushing up.
- Dropped items will now disappear after a certain period if not picked up, preventing them from scattering all over the ground.
Bug fixes:
- Fixed an issue where melee enemies are still moving when time stops right after they initiate charge attacks.
- Fixed an issue where the health bar animations behave abnormally when updating health, leading to glitchy visuals.
- Fixed an issue where enemies' health bars rotate out of position as they change direction while flying.
v1.0
Jam Version 1.0 - 17/08/2024
- Base game implemented.
- Originally submitted to LOWREZJAM 2024 on 15/08/2024.