BlueScreen 0.3.9!!!!


Yo, what's up, been a while

Here's the changelog for BlueScreen 0.3.9

If some bugs is preventing any part of the tutorial from being playable inform me ASAP and I'll release some fixes

BlueScreen 0.3.6 - 0.3.9 changelog

This update brings the entire tutorial in all its early stage development glory and with it the B.Orb bossfight.

Gameplay:

- B.Orb has been mostly implemented into the game (there's a major bug involving pausing the game during the fight, just don't pause the game there and then report to me the fight is bugged, I am well aware, but it involtes rewriting the boss fight and I've delayed this release long enough to justify another week of me revisiting the code. Also, it's not balanced.).

- Dodge is now based on where your character is walking towards, and if standing still, on mouse position (a toggle has been added to the options that makes the dash always on mouse position)

- Holding left click (or whatever key you bind in the future when I release binds) will now continuously fire instead of only 1 bullet per click. I'm sorry for any RSI caused.

- The green bullet now only homes on what it considers an enemy if it has struck an enemy before (it's still 3 hits before it disappears).

- The green gun fire rate has been nerfed to 1 second (from 0.5). Since it's an early game weapon, it should make the choice between this weapon and the blue one an actual thing instead of just use green gun for everything (green gun is still better if theres more than 1 thing on the screen).

-The 3 Orb fight is now present in the tutorial, instead of only being playable by debug.

-Tutorial is now playable from start to finish.

UI:

- Video and sound were condensed into a single settings menu.

- Removed save and load from the menu (these had no function and were simply filler)

- Added a Data button to the menu (has no function so far, function will ship with 0.4)

Art:

- Heiden sprite was slightly tweaked, including all of his animations (hopefully I didn't forget any).

- Blue gun's firing sprite has been reworked. I intend to do the same for the green gun next patch.

- Tavish's living room has actual stuff in it now and looks a lot nicer.

- Gave the prison map's grass a new shade of green.

- Created a rain effect and added it to the prison (will be updated further next patch)

- Jeff's shop outside map has been updated to better match the art standards of the game.

- Jeff's shop inside map has been slightly tweaked.

- Jeff's shop garage has been increased in size and was slightly tweaked.

- Added an outside map with a coffee shop.

- Added a back alley map that connects to the clothes store map.

- Added the clothes store map where the Orb fight happens.

- Some extra art created for the tutorial.

- Some hidden art was added.

- All of the menus and submenus were given fresh new art and animations (does this go on UI or art? Does it matter?).

Audio:

- Gave the basic weapon a new SFX (might need to change it again in the future).

- Added a placeholder music for the B.Orb fight by Chris Claxton, go follow his instagram for more awesome music: @dead_astronaut

Bugfixes (with some extra commentary):

- Fixed a bug with the weapons fire rate not updating when switching weapons. This was due to a missing line in the player combat script. I seriously need to revisit the weapon code there, it's a mix of really old test code with a bunch of a more recent one.

- Fixed (mostly) a visual bug with switching weapons. You were able to see the weapon you were switching to for a game frame on top of the player before it moved to the proper position and played its animation. It now starts at the previous weapon position and should hide itself before starting the animation (not completely fixed, I just tweaked the animations a bit to make it less obvious and easier on the eyes, you shouldn't really be able to spot it unless trying).

Misc:

Added a new function to the player that will apply a filter to it when entering darker areas or removes it if leaving. The color of the filter depends on the area entered.

Skipping dialogue now happens when pressing E (default). Same key as the one used to go to a new line or interact. You'll be able to change this to another key in the future, in case you don't want to accidentaly skip dialogue to the end.

For testers: I made the debug room not cringe. You will know when you see it.

Sorry for all the delays, 1 person project and life been cringe, you know how it goes

Anyway-

Have fun testing 0.3.9 and be sure to drop me some feedback, be it dialogue, gameplay or simply bugs you found (and how to reproduce them if you know how to).

Next update is going to be bug fixes and a bunch of bits missing from this patch, like SFXs and animations, and will be available for public testing as well.

Boss fight bug fix will be 0.4.

Files

BlueScreen 0.3.9.rar 23 MB
Jun 04, 2024

Get BlueScreen

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