Wednesday, April 16, 2014

Extinction Plan v3.8 Alpha Released

Extinction Plan Alpha v3.8
A Fusion Bunny Production
Developed by: Joseph Dart Jr

Click here to get the download for Windows (x86_x64), Linux (x86_x64 Universal), and Mac (x86_x64 Universal)

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So I finally got around to releasing the v3.8 Alpha of Extinction Plan! This was one of the largest updates to the game since 3.0, and not only adds some basic player upgrades, but completely changes the overall style of the gameplay. Extinction Plan now works off of a wave system. 5 waves of enemies, each one with a higher number of consistent enemies (when one dies one spawns), ending with 15 spawned total. Each wave lasts one minute, and then the next is started automatically. The exception to this rule is every 6th wave, which is now a boss wave. When the 6th wave begins you will be required to clear all of the remaining enemies before the boss will appear. After the boss is defeated the enemy spawning starts over with tougher enemies.

When the player defeats an enemy they receive a single experience point to use towards upgrades, in which 50 experience are necessary to purchase each. The current upgrades simply involve the players movement speed, and overall health. Upgrades are obtained at the start of the game, and any experience which is unused is lost once the game starts. This prevents players from hoarding their experience. Currently, there is no cap on the upgrade amounts. With update 4.0, the amount of upgrades available will be exponentially higher, and the upgrades themselves will be capped at a certain amount. If you no longer wish to have a severely upgraded player, I made it so you could reset all of your data inside the new "Player Options" sub-menu of the main-menu.


The main menu has been changed with a placeholder logo and a couple sub-menu systems. The "Player Options" sub-menu allows you to reset your character data or rename your character. Simply type the new name into the space provided and hit the save icon next to the input field. Resetting your player data will automatically reset all of your statistics to their default states, so be sure to only go this route if you are sure you want to start over from scratch. A warning with a secondary "Are You Sure" type button will appear to keep you from accidentally performing this task. If you still go through with it and feel you have made a bad choice, there is no way to recover your data.

When you die you are now presented with some statistics about your performance. I'm hoping to increase the information provided, namely the amount of enemies killed per-wave so you can see where you may have not performed as well and can adjust your performance better in the future. The death menu allows you to return to the main menu, in which case you can start a new game and buy upgrades with any collected experience. If you happen to quit unexpectedly, do not worry, the game automatically saves experience as it is collected so it will all be waiting for you when you return. Wave progress is not saved, so you will always have to start a new game if you exit the program.

A pause menu has also been added. It pauses the gameplay and allows you to go back to the main menu or quit the game entirely. This is achieved by pressing the "Esc" key, and no longer removes you from the game entirely. If you need to take a break and don't want to lose your place, use this menu. A minor bug is already apparent in the pause menu that it allows you to still shoot a rocket while paused. The rocket will not move, but will spawn and then start moving as intended once the game is un-paused. This is already fixed, but since it does not effect gameplay I don't see a purpose for releasing a fix solely for that issue.

The enemy mother-ship no longer spawns enemies, but will instead shoot projectiles at the player every second. These projectiles will come directly at the player regardless of distance from the mother-ship and have a 5m blast radius. Wave 12 mother-ship also randomly chooses a position within a 50m range of itself and drops a projectile from the sky straight down. This was done to keep the player on alert and moving, even if they were somewhere the mother-ship could not specifically hit them at. This range may be increased, or the way the projectiles are spawned may change in future releases; testing will tell.

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