==Boss==
I've completely
changed how the boss works. Firstly, I've added spawn conditions (Every 10,000
points) using a simple score mod:
if global.LevelScore mod 10000 = 0 {
This means that
it does not have to be spawned in manually through the console.
Secondly, I've
changed its movement and shooting behavior, so that once it passes the FOV of
the player, it warps back to the center of the screen at a distance of 1500m.
As for the shooting, I'll admit I found it a challenge to get the boss to fire
in bursts rather than continuously, but in my defense, it was only because it
was, like, 1:30 in the morning.
==Kinetic Driver==
Remember that one
powerup that shows a shot going through a horizontal line? That's the kinetic
driver patch. It's supposed to continue on through an enemy ship, causing 5
times the damage, but until now it's been useless since added.
Well, now it
works!
==Hit Flashing==
It was brought to
my attention by a friend that when the player was damaged, the flashing
indicating you were temporarily invulnerable made him want to gouge his eyes
out (That's the polite version). So, I softened the flashing by linking the
alpha to a sine wave:
draw_set_alpha( sin( HitVal ) / 3 );
==The Future==
So what's in
store for Quanto-Blast v0.7A?
For the next
version I hope to add a new type of enemy:
It's gonna be a BITCH.
I hope to add a
missile bank to the player's ship, including a lock-on feature (Since it's
basically impossible to beat the boss above normal due to dat fire rate)
I hope to add a
new enemy weapon type, which is basically a railgun.
I hope to finally
fix the sounds. I've been staving off levelling them according to the sound
options because it's boring :C.
I hope to add
graphical options (I forgot to for this version)
==The Board==
And, because I
got a whiteboard just in time for Quanto-Blast, have a picture--for absolutely
no reason--of all I wrote down on it:
Censored for your own good. Also I am VERY aware I calculated slope wrong. Hush.
==Alpha Testers==
And that's that.
-Hans



