SODHARA v0.4.3
Third major update after the initial Game Jam version, v0.4.3 focuses on new features, quality-of life improvements and ironing out the rought edges left in the previous releases.
Input system improvements and key mapping updates change log:
- Event system now uses Submit and Cancel buttons instead of explicit keys.
- Replaced explicit keys with buttons from the input manager.
- Adjusted the "isLookingUp" behavior to work better with sticks.
- Added comments indicating which buttons the keys are mapped to.
- Set the default menu item and added functionality to disable/enable the mouse.
- Implemented the pause menu and map controller usage.
- Added the "ctrl_sensitivity" variable.
- Introduced a static class to toggle the mouse on and off.
- Made adjustments to the input scheme.
- Implemented a controller mapping update function.
- Made various editor-related improvements and documentation updates.
- Adjusted some missing key bindings.
Introduced global settings object.
Implementing the slot-based save system change log:
- Implemented a slot-based save system and refactored the existing infrastructure to accomodate it.
- Introduced a GlobalSettingsCtrl object to keep track of persistant parameters, "persistant" in terms of surviving scene transitions.
- Fade screen object and controls moved to this GlobalSettingsCtrl object.
Rocket weapon causing a bomb-like explosion on impact implemented. A weapon pickup and unlocking system implemented. Weapons are now saved alongside other saved game data. Change log:
- Added projectiles & pickups sprite sheets.
- Implemented a weapon unlock script.
- Added the selected weapon display UI component.
- Created two basic generic weapon components: projectile and explosion.
- Introduced projectile prefabs for weapon 0 (wpn0) and weapon 1 (wpn1), as well as a weapon pickup prefab.
- Renamed WeaponController to WeaponCtrl.
- Implemented a weapon type enum.
- Introduced the ArsenalCtrl, responsible for managing the state of weapons and ammo.
- Added the selected weapon display.
- Updated the player and UI prefabs.
- Spread rocket pickups throughout levels.
- Remapped and documented controls.
- Implemented the ability to cycle through weapons.
- Implemented tracking of weapons within saved games.
Save game system updated to track perishable items. Change log:
- Crystals, destructible platforms and pickups are now tracked.
- Save data updated with appropriate lists.
- TrackedItem script extracted to encapsulate items tracked by the save game system.
Stable ground check introduced prior to saving. Change log:
- Stable ground check is rudimentary but working, will be elaborated upon later.
- Pause menu extended with a confirmation screen.
- Save game system now loads and records abilities as well.
- Minor UI enhancements.
Player prefs and respawn controller refactoring. Change log:
- Player prefs refactored out of code (where possible).
- Respawn controller now uses SaveData to store info on player for respawning.
- EAbility removed and replaced with EAbilityType.
Movement and aiming update. Change log:
- Walking triggered in addition by low intensity input from left analogue stick.
- Horizontal input via GetAxisRaw("Horizontal") quantised to { -1, 0, +1 }.
- Diagonal aiming with stick or d-pad or keyboard directional input alone enabled.
- Right trigger used to halt the player while aiming.
- Second jump consistently enabled when jumping while grabbing a ledge.
Map camera update. Change log:
- Full screen map and minimap cameras now follow main camera and are bounded by its bounding box.
Moving platform complete refactoring. Change log:
- One trigger activates the platform.
- Set barriers to open or closed prior to activating the platform.
- Multiple barriers possible for each waypoint.
- Loop or "ping-pong" movement modes added.
- On colliding with the player from above return to the previous waypoint.
Last minute changes and fixes before releasing v0.4.3. Change log:
- Full screen camera zoom in/out bug fix.
- Moving platform in Area02A bump from below bug fix.
- Crystal count HUD display set on load game in place.
Files
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SODHARA
SODHARA | Retro-Styled Metroidvania
Status | In development |
Author | Nikola Vetnic |
Genre | Platformer, Shooter |
Tags | 2D, Exploration, Metroidvania, Pixel Art, Retro, Sci-fi |
More posts
- SODHARA v0.4.7Jul 26, 2024
- SODHARA v0.4.6May 12, 2024
- SODHARA v0.4.5aMay 04, 2024
- SODHARA v0.4.5May 03, 2024
- SODHARA v0.4.4Jul 31, 2023
- SODHARA v0.4.2Jun 14, 2023
- SODHARA v0.4.1May 13, 2023
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