Change notes for August 3, 2018
- New powerups:
- Drone powerup - give you temporary help
- Has same bullet power and fire rate as you
- Lasts 30 Seconds, getting more powerups resets timer
Replace unusable powerups with "score" powerup
- R
ight now if your speed or fire-rate are maxed, you get points instead
But, the graphic doesn't change, it should
- Rewrote the powerup spawn code
- now,
when fire-rate or movement speed are maxed, it generates a new powerup
- some potential for infinite recursion if I'm not careful
- Rebalanced health mechanic:
- max health is set to 1000 * dimension count
- Current health degredation is .01 per frame (60fps, do the math)
- Either the max health or the health tick will be based on difficulty settings
- health powerups (currently worth 100) can raise it past max
- killing monsters raises health based their score value (up to max)
- monsters deal (monster score * dimension count) damage
- bullets deal (10 * dimension count) damage
- Everything in boss rooms does double damage
- bombs getting set off by enemies deal damage for every enemy killed
- They also deal damage for every bullet they hit
- That will pretty much insta-kill you if high fire rate enemies are present
- Might change bombs to do a flat percentage of health,
- or ignore bullets
- capping might also work
- but requires a rewrite of what is currently very simple code
- Bombs that you set off on purpose, of course, increase your health (but not past the max)
- Fixed UI scaling
- not sure if this was due to an upgrade in GMS (patch yesterday) or what
- UI scale on full screen flat out failed.
- The fix, happily, made UI scaling easier.
- Added "Dimension <dimension name>: dimension count" to UI
- So it looks like "DIMENSION THE BOX: 1"
- It looks better in the in game font which is all caps.
- Added new death effect to polygon wars enemies
- The missile rig doesn't seem OP any more.
- Apparently due to other balance changes mentioned above