just wanted to post to say that I AM working on more stuff. as christmas approaches, my schedule becomes a little more crazy. but ALSO: I discovered that the latest "stable" release of MonoGame has a terrible bug where pressing any of the arrow keys may ALSO trigger pressing shift, even if you're not pressing it! this has apparently been fixed in the latest development builds, but I'm scared about what other bugs may exist... but I'm definitely going to have to look into that. the shift bug is kind of crippling >_>
my boss at work is also looking into doing some boss AI. he wants to experiment with for-realsies, learning/adaptive AI, and we talked about it last night... I don't think it'd be appropriate for the normal enemies - part of the game is learning what each one does, and dealing with them accordingly - but a recurring boss who learns how you play, and on subsequent encounters adapts accordingly would be super cool.
NO idea when that'll get in, though...
meanwhile, full changelog for 0.4.6, to be released as soon as I sort out monogame issues:
UI
--
* When gamepad buttons are referred to in text, they are now done so using a
colored button image, instead of a plain-text letter.
* When you pick up an item, a message on the top of the screen tells you what
you picked up.
* Changed the "static" visual effect (given by certain Alien Artifacts). I'm
still not pleased with it, but it is a touch better, I think.
* You can now delete saved games by pressing DEL or gamepad Y from the Continue
menu.
* "Save & Quit" now returns you to the title menu, instead of quitting
entirely.
Enemies
-------
* Swarming Sirrah have been completely reworked. They no longer give points, or
have a chance to drop loot, and they are now ONLY found swarming around
pick-ups (fuel crystals, crates, and upgrade parts). To be clear: they aren't
found around ALL pick-ups. Just some. An interesting side-effect: since
swarms give off so many bubbles when in a liquid, finding fuel and other
items in lava and ocean worlds is kind of fun(ny)
Equipment
---------
* Added a new equipment type: Accessory! (Would like a better name for these.)
You can only have one Accessory equipped at a time.
* New "Alien Integrater" Accessory grants a temporary shield whenever you use
an Alien artifact.
* New "EMP Channeler" Accessory fires a ring of bullets when under the effects
of EMP. Higher level EMP Channelers may have shorter cooldowns between
firing, fire more bullets, fire stronger bullets, or have bullets which
bounce off walls or pass through walls.
* New "Weapon Booster" Accessory passively increases the fire rate of all
weapons by a percent, but also decreases the recharge rate of shields by a
(smaller) percent.
* New "Phase Shield" Accessory grants invulnerability when you press X or CTRL.
Higher-level Phase Shields may grant invulnerability for longer, or allow you
to activate more frequently.
* New "Engine Booster" grants increased speed as long as you hold X or CTRL,
but disables weapons while boosting, and for 2 seconds afterwards.
* New "Last Resort" can be activated to destroy every enemy and enemy bullet on
screen, at a cost of Hull damage. (P.S. Invulnerability DOES protect from
this!)
* Added five new bullet graphics for weapons.
* Rainbow weapon bullets now cycle through the spectrum, instead of just firing
bullets of random colors (except for RNG guns, which remain totally random).
* RNG guns now fire random bullet graphics with each shot.
* Regenerating Armor's armor rating has been slightly improved.
* All armors have a chance to provide some extra, passive bonus. Currently
there are only two possibilities: increased weapon speed, or increasead
shield regen.
* New weapon: Vertical blaster. Fires two bullets with each shot: one up, one
down.
* Improved the math behind split blaster generation, so that the angle of the
bullets can now be precisely controlled. The angle between the bullets has
been tightened, but I've also allowed for a range of angles, so two
identical-looking split blasters might actually be different in the angle of
separation between their bullets. (I guess this is technically a hidden
stat...)
Planets
-------
* Two new rock graphics! YES!
* New type of forest world: white/golden forest
* New type of world: mining. Features totally different planet-generation
algorithm. I consider it a work-in-progress, but wanted to get it out there.
Can only be found in Sector 2 or higher.
* Lava planets can no longer be found in Sector 0.