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Updates

Version: 0.3.0

Project Infernal Hell
0.3

Notes: As i progress the game is now in a stage that can be properly tested for a period of time. The skeleton of the game is mostly built with skills, weapons, items, objects all usable and purchasable. Rounds with scaling difficulty and bosses. Special enemies that interact differently. Secret areas for special bonuses, a proper area to play in. A place to defend that properly takes damage. With this update I feel the game is in a real state of playability and will now be having people i trust test the game and provide proper feedback. I will be putting a lot of work into polish and visualization within the next few updates.

 

WARNING: These patch notes are made as i create/do things so some of them may conflict or repeat implied information. If anything serious is conflicted


either it will be removed or i will state the issue in the things to remember below this warning!

Things to remember: Skills are DISABLED as of right now, i need to finish developing the automatic hotkey placement that is used.


Programming
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- Added shadow AI, these enemies spawn constantly. They spawn in between rounds and come after the player rather than the base.
Low HP and reward no points upon death. They are a medium speed and spawn every 15 seconds.

- Secret object now permanently applies a bonus to the players( right now it's 20% damage increase when you go near it)

- Reduced chance of ai getting stuck in areas

- Balanced prices of items within the store

- Significantly optimized AI, game should be able to run much better above 6 ai now

- Revamped the skill system(all under the hood) More skills are now implementable as i continue to work on them

- Started work on a skill that forces ai backward in front of you

- Added a skill that pushes the enemies back in a radius around you(weaker than the forward push but appliable to multiple directions)

- Player hp fully implemented. You can now take damage and die due to it. Shadow AI deal damage to the player as does meteors and erupting fire

- UI now shows what placeable is equiped and how much of one you have

- Grenades now have a delay between uses and cannot be used while shooting

- Player character now has HP and is indicated inside the ui

- Bullets now fire after clicking with no delay

- Base HP indicator is now above the portal rather than on screen

- Bullets are no longer affected by gravity and move significantly faster

- Added in turret, does basic damage to enemies within a certain range until they are out of range or dead.
-- Now in store for 200 points

- Added the ability to switch between placeable items when equiped. These range from spikes, turrets and mines

- Turret now attacks enemies in range based on a timer and repeater as they enter into a viable range.

- Added visual indicator to Enemies that lasts a split second. This will be improved on as time goes on
-- Lasts .1 second and is bright red

- Created and added a dash mechanic skill that propels you forward on the click of a button
-- Lasts a few seconds, sticks you to ground and moves you forward a distance. 15 Second cooldown currently

- Dash now has a skill image on the bottom with indicator of when it's usable

- Began implementation of Turret Upgrades and turret menu(non of this is quite ready yet)
-- 4 Upgrades, Lazer(Constant Low damage), TripleShot(Fires 3 shots at medium damage), Explosive(Hits multiple enemies per shot medium damage, slow), 
SingleShot(1 shot, slow, heavy damage)

- Enemies now constantly attack the base when near it until death

- Big enemy rounds are now more rare

- Melee enemies now have a health bar that reduces as you do damage

- Towers are now spread out across the map

- Grenades are now more properly added and usable 
-- Right click to use and cost 15 points to refill at store

- Added erupting fire enviromental effect, does no damage right now. Also doesnt have any actual effects or art

- Pistol fire rate cut in half

- Enemies spawn on 2 different angles of the new base location forcing you to look at multiple areas

- Shadow ai spawn and randomly pick between which direction to come at you

- Perma bonus secret applies a buff when you find it from the parkour area

- Began implementation of boss
-- You have to shoot it in a certain area to do damage. Has a lot of hp, slow, does a lot of damage

Visual
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- Added placeholder ground texture for lava

- Parkour rock area is now within the map, explore it to find a secret

- Created terrain and removed old area

- Added ui above certain enemies that show hp(only melee rn)

- Shadow ai are more transparent than normal ai

- Store now has a more obv. view and is easier to find and use

- Added a more stylized rock as i explore that theme of art

- Started work on a starting area that is more proper
-- Creating enviromental art to add to area

- Modeled and textured a basic placeholder portal that you must protect
-- Will expand with time

- Added a post process effect of cell shading to expand on the stylized art direction
-- Outlines all objects

- Set up stylized lava(placeholder)

- Added proper terrain textures(PlaceHolder)

- Blocked out areas on map were poi's will be

- Blocked out base area within the map

- Towers now have distinguishable areas to stand in


Bugs
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- Fixed towers perm. adding buff

- Fixed bug with turrets not shooting

- Fixed bug with ammo not switching visually

- Removed AR given at start of game

- Expanded enemy spawn so they dont spawn on a wall

- Survival AI now chase player

- Shadow AI now chase player

- Base now take constant damage

- Ai HP UI works now

- Ammo reloading now properly works

- Turrets are now fully functional

- Fixed skill indication colors and opacity

- Fixed spawning grenades while shooting

- Fixed spamming grenades

7/3/16: Lots of stuff added, visually and functionally. The game is nearing Its end of the foundation stage as i finish up the last of the basic features that will be used in the game. Although It's in alpha so It's prone to possible change.

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- Fixed up store menus

- Fixed nav issue with ai

- Added range AI(not in game yet almost tho)

- Added Skills, basic only 2 for now increasing stats

- Added "Towers" Which are areas that you stand in to be given constant buffs.

- Added 3 types of rocks all basic and simple

- Added trees

- Added a basic plant

- Added 2 bones for detail

- Added fire rune and spire

- Added UI for ammo based on weapon

- Added store UI for all ammo and equipment

- Added spikes that are placeable and apply damage to AI

- Added grenades refill in store

- Scaling enemy levels

- Environmental events at certain round( meteors that don't do damage right now)

- Added grass, first implementation

- Fixed and set up proper lighting

- Post process affects are applied, though they are basic

- Started a broken down Cabin( like 10% done)

 

6/19/16: Adding more base functions and systems i would say that im about 50% of the way done with what i want for the foundation of the game.

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- Added new enemy(Larger with Double HP, size, and Half the speed)

- Added Shotgun(Shoots 5 bullets at once)

- Added AR(Shoots faster than pistol and auto, same damage)

- Made bullets more reliable and fixed detection issues that apply

- Updated main menu

- Added game mode survival(Enemies chase you instead of going to the base, currently Not working rn)

- Added proper damage and rate of fire upgrades in the store system

- Scaling upgrade prices

- Added guns to store(100 points each)

- Added store menus

- Added switchable weapons( 1, pistol 2, AR 3, SG)

- Started base system for gernades(not implemented yet)

- A bit of bug fixes and polish, over helped the game feel smoother and more fluid

 

5/29/16: HTML5 setup is being backtracked as the server idea won't workout without a dedicated pc or cash to server host. But i did continue to work and fix the game. Added a bit of stuff was a good day.

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- Added Enemy # tracker

- Added Store system

- Added points for kills

- Added stats, damage, rate of fire, base hp(all upgradable with the store)

- Added main menu

- Started the options menu(not ready yet)

5/28/16 : Got the HTML5 setup in a server for using on the site and what-not. Created a basic game with the core mechanics in there of course it's super simple and not all there yet. Will continue work and post updates here and in the blog.

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- Added project

- Base(Point to defend)

- BaseHP(100)

- AI(deal 1 damage medium Speed)

- AIHP(100 hp)

- Gun(deal 50 damage)

- Character(basic movment and other things)

- Basic level(Base and spawner place)

- Round system(Press T to spawn enemies, possiblity of a hard round = +10

- Spawner(spawns at the start of a round)

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