Devlogs
Generic Zombie Shooter - Redux v1.2.1
Grave WaveA downloadable game for Windows, macOS, and Linux
This is a minor release with some day-0 bug fixes that were a result of me releasing v1.2 too quickly.
- Improved Console
- Added command history so the player can use the arrow keys to scroll through previously used commands.
- Added optional argument to help command so you can print more information about specific command by typing "/help commandName".
- Added "wave" attribute to /set command so that the wave can be set.
- When leveling up via the console, the level up sound no longer plays, as it was stacking for each level up and was generally annoying.
- Fixed piercing projectiles so that they do not hit the same enemy twice.
- Adjusted projectile lifespans so they do not go as far. Low-powered weapons, such as the Beretta, now only travel a short distance.
- Changed the Max Ammo button in the shop so that instead of requiring you to fill the weapon completely -- if you don't have enough money to buy the max amount, it will instead let you buy as much ammo as you're able to afford.
- Fixed issue with Shadow Opacity menu crashing due to wrong image being loaded for zombies.
- Fixed issue with shop not being properly reset if the player returns to the main menu from the game and starts a new game. This meant that weapons unlocked in the previous playthrough couldn't be unlocked in the new one.
- Changed draw location of the Aberration's tentacles so they actually appear from beneath him and extended their reach.
- Fixed Stitches' hook so that it can actually reel the player in, as opposed to the player being able to move around semi-freely while attached.
- Some damage types, mainly the Gasbag's poison, had not been properly converted to the new d20-based damage system, and have been converted now.
- Fixed issue with improperly resetting the Enemy Controller if returning to main menu and starting a new game that was causing the console to not be able to spawn enemies (among other possible side effects).
- Refactored usage of Dice class throughout the game so that Dice objects are static as opposed to instantiating a separate instance for each enemy/weapon/etc. All the Dice objects had the same parameters for each class, so it was just needless memory overhead.
I may do more small bug-fix releases like this in the future to avoid situations like this.