Last Steps

  • Knockback force on weap. collision with foe re-coded.
  • Changed floater behavior cycle from 9.0 to 4.5
  • Important: Inconsistent play area location coordinates on new game. Fix applied.
  • Reload by raising weapon / pointing weap. upwards on prim.pist. and Winch.rifl.
  • Winning Screen / Message / Sound. TEST.
  • Boss fight TEST
  • Boss winning / losing conditions check code and TEST.
  • drone base weight changed from 2.0 to 1.75
  • Triple check flockmanager errorlog (foes checking in / checking out of lists)
  • velocity on crash models (floater and drone) set to velocity x 3f
  • new spawn transforms for zone 9 and 10.
  • zone 9 objects: added prim.pistol and some sticks of dynamite.
  • YOU WON message added to winning game loop.
  • implemented: slow time on game over / game won.
  • changed line.407 in drone ai 0.1 * aim to 0.15 * aim. This controls the bullet pursue force.
  • changed pursue force on bullet 1–> 2
  • correct weight for crashing drones.
  • floaters no longer have an active AI on crash models.
  • TODO: listed foe objects are destroyed before removed from list. Causes error when losing game, while downing foe. FlockManager line 28 method has been recoded as conditional of existence gameObjects before destroying.
  • Boss foe should be set 2x higher health (?), after testing post game methods.
  • Message about winning and message about unlocking harder mode overlap.
  • Slow motion at lost game should be longer. Or teleport to start faster. Set to 6.6 in new method.
  • removed bloom from main cam pp.
  • game can no longer be won “in the eleventh hour”, after having lost the game.
  • removed attempt in PostProc. method at adding PostP. component to main cam if it didn’t exist.
  • changed height of pop up messages on won game.
  • Bug on the waterspraying effect of the cacti has been fixed.
  • “Go Forth” sign animation adjusted.
  • 4 Difficulty Modes implemented.
  • Points per foe adjusted by player mode.
  • Fix: no longer able to infinitely reload by keeping gun pointed upwards.
  • Intro sequence / splash screen: added sound.
  • Added instructional sign on opening scene.
  • Added quit application sign (shootable) on opening / main menu scene.
  • Added spatial/doppler sound to enemy bullets.
  • Seeking bullets on rifle: changed their behavior; change of speed and change of lifetime.
  • Bullet lifetime changed from 3.3 to 2.0
  • rifle bullet pursue force changed from 1.3 to 1.0
  • decreased rifle damage. Increased number of bullets per shot.
  • varying bullet speed on multi shot increased.
  • changed pursue delay on rifle to 0.06 (was 0.12)
  • removed quit sign on main menu scene
  • tested ultra hard mode. It is indeed ultra hard.
  • rearranged signs for choosing icon for highscore board.
  • new sound on splash being designed.
  • add: animation of slow flicker on main light intensity
  • main cam on main game level far clip raised from 3000 to 5000.
  • Main sunlight flicker animation speed raised to 200.
  • new splash music
  • removed overlapping physics colliders on icon signboards.
  • removed bug causing guns to catch fire and keep on burning.
  • bug: the otherwise brilliant VRTK framework has a bug, where grabbed items are dropped when steam vr overlay is turned on.
  • build 20: test for iconboards collisions;
  • raise volume on speech in start of game.
  • rechecked bullet pursue code. Raised maxAdd. Raised speed from 100 to 120.
  • PushBlocks. New feature put in game. Different difficulty for different modes.
  • Fixed walkers not always registering leaving the game through flockmanager script.
  • Fixed box-triggers pushing other objects than AI objects.
  • Drones adjust magazine size by mode.
  • Trying to adjust rotate speed to 2 for drones. (Was 1).
  • Added confused mode for AI’s.
  • Rifle is nerfed. Again.
  • Rifle reworked. Now it is: Fast. Hits hard.
  • Reprogrammed zone 6 spawn times.
  • Fixed bug on icon boards.
  • in-game “new game” sign redesigned
  • adjusted amount of obstacles to hide behind.
  • redesigned highscore zone.
  • adjusting ai lookrotate speed. 2–>4
  • f max dist 80 –> 45. max height 35 –> 20. s x 2
  • landscape detail paint, height,
  • bridge zone detail work.
  • clock zone detail work.
  • Much more zone detail work.
  • Much more terrain detail work.
  • floattowardstarget 12 –> 16.
  • Zone sign  text –> image.
  • drone lookrotate 4–> 8
  • new code: distant drone AI speed modifier.
  • drone slowdist. 111–> 65
  • f AI behavior adjusted.
  • foe now bullets hits grav objects, like player bullets do.
  • build 23. test.
  • ….—> build 37
  • fix: signpost on “chosen one” now has text again.
  • fixed placement of a couple of signposts.
  • fixed no reloading on main menu / loading scene.
  • removed quit app signpost on main menu / loading scene.
  • new splash screen musical theme.

 

  • new 3d model of prickly pear
  • adjustment of title position calculation
  • shields on drones (h35+)