0.23d - BOSS UPDATE 1


BOSS UPDATE 1:

HIDERS
-Corner sprites look better

UI
-Heart health display no longer uses pixel art

SIGN DIALOGUE BUBBLE
-No longer blends with BG

BOSS STAGES
-Allows objects to progress through AIStatemachine stages
-Can be progressed through public function or through damage
-Can execute UnityEvent on entrance of each stage

PIVOTPOINTS
-Component that holds transforms to be used by other behaviours

STATEACTION-GUNFIRESPREAD
-Allows for more unique bullet firing
-Shoots x bullets within y angle within z time between each bullet
-Very versatile for special bullet firing (ie. spray, shockwave)

OBJECT POOLING
-More performative
-Can prewarm objects (ie. bullets) so that there is no performance decrease when they are needed -Used in bullets

GUN -Can now fire different bullets in different directions
-Bullets are now pooled
-Can have a list of multiple bullet types now, all have custom prewarming properties

ROOM ENTER/EXIT
-Uses unique layer
-Destroys bullets on touch

BOSS
-Added charge attack
-Tweaked bullet speeds for boss
-Boss drops hearts during some stages
-AI Statemachine reset accounts for changed starting boss stage
-Added Boss particle Effects
-Cannonball object is slower, stronger bullet
-Boss damage sounds
-Boss end state (spam attack on possession to hurt boss)

POWERUP DROP
-Created Half Heart Powerup

DUOCONTROLLER
-Fixed lingering issues with switching controls on room reset

EVENTCALLER
-Allows UnityEvents to be called via list index or string
-Useful for calling events to gameobject through animator

Files

nena-windows-beta.zip 111 MB
Version 0.23d Mar 02, 2020
nena-linux-beta.zip 115 MB
Version 0.23d Mar 02, 2020
nena-osx-beta.zip 111 MB
Version 0.23d Mar 02, 2020

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