Added Update and Known Bug Log to Game Page


Reported bugs: (Last reported bug 10/31/24)

1) 10/31/24 8-bit-do control issue with R2 fire trigger, and hide map button

2) mouse capture issue on web driven game play. 

Future Features to add: 

1) HUD Count for Total Enemies slain, Total time survived, item drops or healing mechanic returned thru glory execution.

2) Additional weapons that can deal with large crowds of enemies, higher shooting velocity, or weapons with AOE.

3) More controlled spawn rates/locations. Too many enemies on field for player to manage.

4) Story/Lore

5) Knockback physics for enemy or player. Provide temporary player I-frames after receiving damage.

6) review potential for player radar: functionality and review benefit vs dependency and challenge

7) Remove redundancy from code or design for optimization

8) Resolve the mouse capturing bug with web deployed game.

9) Add a pause menu.  Add a settings tab for mouse and controller sensitivity. to be adjusted by the player.

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Latest Updates: (Last update 11/2/24)

Ver. 0.825

Mouse capture sync added to game. Thank you to Grumel for explaining what kind of bug this was.


Ver. 0.82 uploaded 11/1/24

-Corrected bug on death screen. Fixed mouse over restart button to restart game.

-Added kill count on player hud for bricks killed.

-background music loops properly.

-Minor Game Optimization: Corpses now despawn after one second game time in order to increase process speed.


Ver. 0.81 uploaded 10/31/24

-User controls character via keyboard and mouse. Video game controller compatible for Sony, Xbox, Nintendo as well. Two types of enemies, each with 2 unique types of glory kills.  Current weapon is pistol only, single player, single level 3D atmosphere, made from Lego compatible bricks.  Player has ranged attack with melee style glory kill.  sound effects: shoot, enemy death, 1 background free-use music. Basic enemy AI with aggro range. Ninja slightly longer aggro range, faster speed and more health.  If they can touch you, they will attack you.  Basic UI for player health, button mapping, game over/replay.  Soldiers spawn in large square pattern.  Ninjas spawn in off-set sandglass pattern.  Max enemy count currently unknown, hard tested for 500 enemies on level no crash. 

Comments

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Have a report to finalize for something else this week and then I will be able to get back to updating this project.  I have some really good ideas in mind.

Player reported:

This is really cool. I love the glory kill animations. Would be better if they healed you though so there was a better reason to do it and a way to stay alive.

-Adding drops or healing mechanic to future feature list.

(1 edit)

-added mouse capture bug to web driven game play.

    -Bug fixed in newest version 0.825

-added pause menu with settings adjustment to mouse_sens and control Rt-stick look sensitivity to list of additions to future versions.

  

(1 edit)

mouse capture bug resolved on patch ver. 0.825.  Added pause menu with mouse_sense and control RT stick look sensitivity to "to-do list".

(1 edit)

Player reported:

BluX5 hours ago (1 edit)

the game isnt that really good, but could have better pontential if the developer fixes the fact the enemies spawn a bit too fast and just sneak behind you secretly(ik ik skill issue)

also what is the horror element in this game specifically? because i dont seem to understand

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Thank you for your comment.  Below is what I initially came up with to make improvements to the game moving forward.  I appreciate you taking the time to leave a comment.

Player reports, "Sneaky Enemies"

Proposed solution: Could potentially add radar system to game to prevent enemies from sneaking up on them. Or adding spawn points in area player may immediately assume enemies would come from (example a doorway of a building, etc.).  Moving forward, will need to review if limited radar adds to/removes from player awareness, reliance of use, and how it changes the level of difficulty of game play.

Player reports - "Too many enemies on field."

Proposed solution: The test level was meant to be a gauntlet of survival.  However, enemies spawn at too fast of a rate, for player to put them down. This can be resolved by adding additional player weapons that can deal with larger amounts of enemies rather than default single target pistol. Something with AOE like a grenade, etc, or deal a higher rate of fire.  Additional potential things to consider could be glory kills causes temporary fear in enemies causing them to disperse from player.

Player reports not understand theme.

Proposed solution: Player reports not understanding horror element in gunning down waves of enemies. Resolution: Add additional game themes or add to the story and lore.  

Player reports, game isn't really good, but has potential.

Proposed solution: Current game is listed as a prototype, version 0.81 .  While this is the first initial release of this game, with anything you have to start somewhere.  I am pleased to hear, you see some potential in the idea.  More than anything, I believe that is a good starting point.  I have several ideas, while moving forward that can make the game more unique.  In general version 0.81 is more of a proof of concept of what can be created with the resources available.  Over time I hope I believe it will become better.

I appreciate you taking the time in leaving a comment.

(1 edit)

Future Features to add: 

1) Count for Total Enemies slain, Total time survived, item drops or health returned thru glory.

2) Additional weapons that can deal with large crowds of enemies, higher shooting velocity, or weapons with AOE.

3) More controlled spawn rates/locations.

4) Story/Lore

5) knockback for enemy or player. Temporary player I-frames after damage.