1.0.1 Released


Hello again!


Barely got this out today. I got in a good rhythm and fixed a whole lotta stuff. I'm pretty happy with how it turned out. I might do some more testing to see if I need to make a 1.0.2 update, but either way, I've done enough for a single bugfix patch. You should be able to go through the whole game to the end without running into any major or noticeable bugs, even if you interact with every single gameplay mechanic. That ought to be true for every game, but in this case, I'm surprised I got it working this well. The code is a huge mess.

Anyway, here's a list of all changes made in 1.0.1:

- Fixed a game-breaking bug where no vendors would appear after the first leaves.

- The interactable indicator will no longer appear when it's not supposed to. This will prevent several other bugs.

- Rewrote some of the Laser Cannon's code to prevent buggy-sounding audio that would occur when shooting the Cannon before it was fully charged.

- Fixed a bug in Debug mode where, when upgrading weapons through the debug menu and then quitting, upgrades could carry over into the next loaded game.

- Fixed the ammo crafting station, which previously did not work.

- Made it so that you cannot start the ammo crafting station or the material synthesis station if nothing is selected. Previously, doing this would hang and crash the game.

- Fixed the Shelter not taking damage from enemies.

- Fixed Home Security System, which was not detecting damage from Bats and therefore causing errors and maybe crashing.

- Fixed Bats glitching through the floor, which usually happened when they attacked a structure.

- Fixed several small bugs that involved calling upon a deleted instance.

- Fixed some sound effect nodes that were not properly listed as "SFX", so lowering the SFX bar in the audio options did not effect them.

- Fixed the schedule bar's scroll speed outpacing the actual time, leading to a desync between what was happening and what the schedule said was supposed to happen.

- If the cursor is a crosshair instead of a pointer, it'll turn into a pointer when the game is paused and back into the crosshair when the game is unpaused. Previously, this did not apply to the Vendor shop menu, and now it does.

- Tried adjusting UI font to look better on more resolutions. Failed, so removed the resolutions that looked bad - most people are going to be fine using 1920x1080, the other options were sort of useless anyway. Also, made it so resolution updates properly upon exiting fullscreen.

- Sped up the fade between logos that show when booting up the game.

- Hid Godot's built-in logo splash image since it was redundant (because of the previously-mentioned bootup logos).

- The onscreen text that appears when a vendor arrives is now colored to match the specific vendor. A black outline has also been added to make it more readable.

- In an effort to make the game's objectives easier to understand, ship parts now reach their next levels at 50% and 100% instead of 100% and 200%. This should hopefully be more intuitive. (This is only a visual change; the game still tracks the values internally as 100% and 200%, so it'll take the same amount of time and materials as before to repair the ship.)

- Adjusted the tutorial text and some character dialogue to account for the previous change.

- Fixed some typos and odd wording in character dialogue.

- Added character dialogue for attempting to purchase with no item selected.

- Items that are not available can now be selected so that the character dialogue for purchasing an unavailable item can still exist. The items are still visibly faded in the menu, so hopefully it's still communicated to the player that they cannot be purchased.

- The character will not take their gun out inside a structure in order to make it more obvious that you can't shoot inside.

- The final score, shown upon beating, losing, or quitting the game, is now affected by the chosen difficulty (Easy gives less points, Hard gives more).

- An arrow will now appear near the cockpit after the final boss, indicating that you can now enter the ship and leave.

- Longlegs enemies will take only 60% damage from Laser Cannon projectiles. I tried to balance this so that the fully-upgraded Laser Cannon still deals the highest damage per second compared to other weapons, but not so much that it invalidates the fight. This change applies to both the Longlegs that appears as the final boss and to Longlegs that spawn during enemy waves in Hard mode. Laser Cannon damage to other enemy types should be the same as before.

- The Longlegs that appears as the final boss will now always be mutated in Hard mode.

- Lowered the amount that movement speed affects how quick Longlegs' attack animations are.

- Lowered Ptero enemies' health; they should now take 1 less hit to kill with the Pistol. Because their movements are so erratic and ground traps do not effect them, it seems more balanced this way.

- Wasps' bullets now explode on contact with the ground or the player. This explosion does not damage enemies, only the player. Shooting the bullet to explode it manually will still damage enemies as normal. Bullets shot by non-Wasp mutated enemies behave as they did before.

- Non-Wasp mutated enemies that shoot bullets will no longer shoot them when escaping offscreen.

- All mutated enemies now take slightly less damage from spike / grav-spike traps.

- Revenge Drive changed the damage so little that it didn't help at all. This has changed, and damage can be up to double. Also, the time of the effect has changed from 1 second to 2 seconds.

- Because the ship cannot be destroyed, and enemies exclusively target the ship when the player is on its scaffold, the player could avoid all damage by simply staying on the scaffold. Now, the player will take 4x the damage dealt to the ship if any of the parts are at 0 HP.

- Slightly lowered the volume of the theremin-esque sfx that plays upon beginning an enemy wave.

- Right-clicking a weapon's icon on the UI will now reload that weapon without switching to it.

- Changed Controls text to account for previous change, and also added text that mentions being able to switch weapons by left-clicking their icons.

- Put the Controls text in the Extras menu in addition to the mode select menu so that it can be read at any time.

- Removed some menus in "Extras" that were going unused.

- Changed credits text. My younger brother playtested the game pretty often, but he wasn't in the credits. Whoops. Also, removed references to the moons of Mars, which never ended up getting implemented.

- Removed references to possible future updates in in-game text. Might have missed some, but it's fine. Future content updates aren't impossible, just very, very, very unlikely.


Unless I decide to go forward with 1.0.2, I'll be going back to work on my next game. More info on that to come.

Thanks for reading!

Files

mARS Version 1.0.1 171 MB
3 days ago

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