Major Update


Developer Log:

Date: [26.06.2023]

Changes Made:

New coop map (Spiral): Created a new cooperative multiplayer map to expand the gameplay options for players.

New controls:

Player 1:

Movement: WASD keys or PlayStation 1 stick/d-pad.

Shoot: V key or R2 button on the PlayStation controller.

Lock rotation: C key or Cross button on the PlayStation controller.

Next weapon: E key or R1 button on the PlayStation controller.

Previous weapon: Q key or L1 button on the PlayStation controller.

Player 2:

Movement: Arrow keys or Xbox stick/d-pad.

Shoot: Enter key or right trigger on the Xbox controller.

Lock rotation: Right Shift key or B button on the Xbox controller.

Next weapon: . (period) key or right bumper on the Xbox controller.

Previous weapon: . (comma) or left bumper on the Xbox controller.

Both players:

Menu: Esc key or any gamepad start button.

Pause: P key or any gamepad select button.

Split-screen: O key to toggle between horizontal and vertical split-screen modes.

New enemy:

- Low spawn rate to maintain game balance.

- Set enemy health to 1500, making them more resilient opponents.

- New Enemie can shoot area-of-effect projectiles, adding a new threat to the gameplay.

Coop loss condition: Enabled the possibility of losing the game in cooperative multiplayer mode.

New loot and weapon system:

Implemented a loot drop system: Each player and Enemie now has a drop rate, which determines the chance of obtaining loot, healing, or nothing.

Introduced four new weapons: Pistol, Uzi, Shotgun, and Bazooka, expanding the arsenal available to players.

Weapon Levels: Each weapon has different levels based on the killstreak achieved in Deathmatch mode and the wave number survived in Co-op mode.

Weapon inventory: Created a system to save picked-up weapons and iterate through them for easy weapon switching.

Display current equipped weapon: Added a UI element to display the player's currently equipped weapon.

New sounds:

Added audio cues for loot pickup, enemy spawn, next wave notification, game over, bazooka and projectile explosions.

UI Changes:

Removed the heart symbol from the health bar UI element.

Implemented a custom cursor graphic to enhance the visual appeal of the game.

Designed and integrated a new splash screen for a more polished introduction to the game.

Removed the attack range indicator from the UI, streamlining the interface.

Replaced the existing mono colored menu background with fresh, visually appealing backgrounds.

Added functionality to vibrate the controller when either player takes damage, providing haptic feedback to enhance immersion.

Removed the Esc Button from the top left corner.

Debugging:

Conducted debugging sessions to identify and resolve issues within the game's code and mechanics.

Fixed field of view in the split-screen mode.

Modified the split-screen splitter UI to cover the entire screen.

Adjusted player speed: Tweaked the movement speed of the player character for improved gameplay experience.

Fixed enemy behavior: Addressed a bug where enemies would occasionally remain stationary instead of behaving according to their intended AI patterns.

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