Saturday, August 4, 2018

Change Notes for August 4, 2018

  • Reworked how health is lost in all the ways
    • Tweaked the health tick per frame value (it was way out of hand)
      • Is now .5 + (.01 * total room count * dimension count per frame)
      • That's 30 points per second plus a little bit as you progress
      • will probably get tweaked in next balance pass
    • when your bomb gets set off by an enemy (or enemy bullet):
      •  you now lose health based on the enemy score
      • bullets no longer count 
        • more than 15 or so on the screen would insta-kill you 
        • but they do get destroyed
    • health is properly applied when you set off a bomb on purpose
    • moved all of the health loss code into a single function to ease future changes:
      • balance passes
      • adding difficulty settings
    • health gain and loss is based on enemy score value rather than enemy health
    • updated score values on all enemies to make it possible to kill things fast enough to live
  • Light blue graph paper grid not getting picked up by video capture software
    • made grey and white grid
      • gets picked up by video capture software
    • still need to apply said grid as default everywhere
    • at least I know what the problem was
  • Decided on a new feature: the ability to select your graph paper themes
    • Will start with two defaults 
      • For "light" levels:
        • dark grey on white
        • original blue on white
      • For "dark" levels:
        • original blue on black (which does get captured)
        • light grey on black
    • Others will be available as unlocks
      • will probably be eye-bleedingly obnoxious