Patchnotes v1.1 (17/01/2021 )


Hi there,

Since the last update i have been working hard to bring the game to a better standard, lots of little new things that should make the experience a lot smoother and enjoyable. Also a NEW PHASE FOR COMMANDO! I am really excited with it! It makes the final stand a lot more climatic. Now you will  be rewarded with a proper final fight with whatever approach you decide!

Enough talking, here are all the changes!

Patchnotes v1.1. 

>GAME CONTENT:

-WHOLE NEW PHASE ADDED!
As it was standing before, killing Commando without destroying the CHS (Core Heat Stabilizers) was kinda unclimatic, so now it has its own phase.
HINT: It slices, dices, and has two.

>BUG/ISSUES FIXES<

-FULL CODE WAS CHECKED FOR SYNTAX ERRORS.
This should at the very least help reduce potential errors.
Funny story how that happend, but it still hurts thinking about it... (war flashbacks)

-FIXED MUSIC NOT CHANGING ON PHASE 3 IN SPECIAL INSTANCE.
If the player would get to phase 3 without destroying the CHS music would not change accordingly.

-FIXED CRASH IF PLAYER DIED IN PHASE 4 IN SPECIFIC CIRCUMSTANCE.
If the player died and there were still projectiles from the enemy active.
This was due to some internal references between the player character and the projectiles. Proper checks added before running that part of the code.

>SOUND<

-ADDED SOUND EFFECT WHEN HITTING COMMANDO.
Make him scream!

-ADDED SOUND EFFECT FOR PLAYER RELOADING.
No more nervously staring at the reloading indicator!

-ADDED SOUND EFFECT WHEN HITTING MACHINES.
Now hitting CHS, turrets and the core will emit an eleictrified sound. (hmmm, fried components...).

-ADDED SOUND EFFECT FOR EMPTY MAGAZINE.
Now when the players character gun magazine is empty it will click.
DIE, DIE(CLICK), DIE!(CLICK)...DAMMIT!

-ADDED PLAYER HIT SOUND.
Short "ping" sound when the player gets hit.
PING, PING, YOU ARE DEAD.

-ADDED SOUND AND LIGHT EFFECT WHEN BLOCKING/DEFENDING.
Hear the bullets last screams when impacting your defense!
bullets should also explode in little tiny bits now.

>VISUAL<

-ADDED BLOOD EFFECT.
Now blood will be all over the floor when the player character and Commando are hit.

-ADDED SMALL AMMO LOGO FOR THE AMMO POOL.
Should help you distinguish the ammo pool vs your current magazine ammo in the heat of the battle.

-ADDED DEBRIS FOR MACHINES.
Same as blood but for machines, this includes both turrets and Core heat Stabilizers (CHS).

-ADDED SPARKS FOR MACHINES.
Sparks fly when hit for better player feedback, this includes the Core (green), turrets (aqua) and Core heat Stabilizers (CHS) (aqua).

-TURRETS WILL SHOW DAMAGE.
When getting to certain HP treshhold they will start catching fire (this is only a visual indicator, no direct gameplay effect).
BURN, BURN, BURN!

-CORE HEAT STABILIZERS (CHS) NOW GLOW WHEN ON.
Now when they turn on on phase 1 (burst -rifle/teleports) they will glow, this should help players recognize this sub-objective.
if they glow they still function.

-CORE HEAT STABILIZERS (CHS) WILL SHOW DAMAGE.
Now when at half life points o less their appearence will change to show damage.
Stop and admire your work in progress! (or better not, Commando will still be shooting you).

-SAFER BATTLEGROUND, I MEAN, WORKPLACE.
Some signs added to the floor to remind employees the hazards of working with experimental technology. 
HR lawyers are less miserable now, kinda.

-FIRE!
Destroying CHS and turrets will leave tiny fires near them. (almost like tiny fiery christmas lights).

-SLIGHT REDESIGN OF TILES BELOW CHS AND TURRETS.
Should be easier to see them and hopefully understand they are solid.
For a less bumpy world.

-NEW CORE VISUAL.
Squarer and greener. Should be easier to identify as an obstacle.

-AMMO BOXES AND HEALTH PACKS WILL NOW SLOWLY ROTATE AND EXPAND (ALSO GLOW).
They try to lure you with their enchanting dance...(Also i guess it helps with identification).

-SHINNY BULLETS!
Basic light added to bullets because they are pretty.
Oh, look, Shiny! .- famous last words.

>GAME<

-SETTINGS CONFIGURATION WILL BE SAVED!
All settings will be saved and loaded next time you run the game, this includes "Video, Audio, Controls" sections.
I am 60% certain that i am 99% sure that i didn't miss any option.
File location: Windows and Windows UWP- Windows has all files in the %localappdata%\Transition directory (on Windows 7 this is the /Users/<UserName>/AppData/Local/Transition directory).

-"ESCAPE" KEY IS THE NEW PAUSE!
"F4" key has not been taking the news very well, but people just love the ESCAPE key sensation.
This also means that "BACKSPACE" is the new key in charge for cancelling the keybinding process and you wont be able to use it (sacrifices had to be made).
Added remainder in screen.

-ALSO NEW PAUSE MENU
Nothing fancy, mind you, but now you can:
-Restart the fight (F1).
-Go back to Main Menu (F4).
-Quit the game (F10).
or
-Keep on playing! (ESCAPE).

-ADDED "QUICK GUIDE" SCREEN FOR FIRST TIME PLAYING.
Shows keybindings and some basic references so you can Pew Pew properly informed.
After the first time playing this screen will no longer appear.

-CHS, TURRETS AND CORE HITBOX RESIZED.
Made to accommodate general changes.

-SHADOWS WILL NOW DEFAULT TO "OFF" (RECOMMENDED SETTING)
Shadows in the current state consume a lot of memory for little to no visual change. Their full function can't even be appreciated. 
I have deactivated them as default. There is a slight opacity now added when deactivated to contrast better with the new light effects
I would say i even prefer the new look, specially in the state of the game.
Though if you prefer the older option you can activate it. Your choice! 

That is all for now!  Thank you for playing!

REMEMBER TO LEAVE BUGS/ISSUES ON THE COMMENTS OR AT "invasor.kazz@gmail.com".
Have a nice day,
Invader Kazz .-

Files

Transition v1.1.zip 24 MB
Jan 17, 2021

Get TRANSITION - GX EDITION

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