Change Notes for August 4, 2018
- Reworked how health is lost in all the ways
- Tweaked the health tick per frame value (it was way out of hand)
- Is now .5 + (.01 * total room count * dimension count per frame)
- That's 30 points per second plus a little bit as you progress
- will probably get tweaked in next balance pass
- when your bomb gets set off by an enemy (or enemy bullet):
- you now lose health based on the enemy score
- bullets no longer count
- more than 15 or so on the screen would insta-kill you
- but they do get destroyed
- health is properly applied when you set off a bomb on purpose
- moved all of the health loss code into a single function to ease future changes:
- balance passes
- adding difficulty settings
- health gain and loss is based on enemy score value rather than enemy health
- updated score values on all enemies to make it possible to kill things fast enough to live
- Light blue graph paper grid not getting picked up by video capture software
- made grey and white grid
- gets picked up by video capture software
- still need to apply said grid as default everywhere
- at least I know what the problem was
- Decided on a new feature: the ability to select your graph paper themes
- Will start with two defaults
- For "light" levels:
- dark grey on white
- original blue on white
- For "dark" levels:
- original blue on black (which does get captured)
- light grey on black
- Others will be available as unlocks
- will probably be eye-bleedingly obnoxious