- 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.