Weekly Devlog: Week 5 of 16


Tyro here; Guess what? NEW BUILD! THAT'S WHAT!


This week I'm excited to finally release the next build of Gyrogun. There are a couple known issues, but we'll be getting to that soon enough.  If you have been following the devlogs, you'll know most of everything we added. However, I'm gonna list it all here so you don't have to go page-to-page...

>New Audio Controller
We can finally correctly manage our audio files in-game with a brand new audio manager. With this comes some massive upgrades to the game, including AUDIO SETTINGS! Not to mention, we now have new sounds for all player weapons, the player's ability to ram into enemies, AND all enemy sounds!

>Camera shake
The game has slowly been getting more and more meat to its bone for lack of a better term, and camera shake is now part of that. It is currently only in use with the player ram, but it will be used more extensively soon, and it adds some seriously impactful game-feel

>Game Balance overhaul
The player as well as all enemies have been completely rebalanced(Not to mention I fixed their hot mess of hitboxes). 

>New Engine Version
Not too major of a change for the game itself, but we updated the Unity Engine version. It has made things on our end significantly smoother, and we haven't seen it crash(yet),  helping keep development moving at a consistent pace.

>New Tilemap
YES! You heard me right! An entirely new tilemap, complete with SLOPES! Slide and bounce in levels that are significantly better looking than they used to be. If you hated the visuals of the game before, this should hopefully be a massive upgrade in comparison. 

>New Sprites
New enemy and player sprites! The player's weapon now has a shiny new look, and enemy sprites pop out a good amount more than they used to, especially combined with the new tilemap. 

>Alternative Weapon Swap Input
We've hooked up the right-click mouse button to swapping weapons! It will cycle in a clockwise fashion between your weapons, starting from the Pistol and ending at the Cannon/heavy weapon


A couple known issues:
Before I launched this build I certainly noticed a couple issues. Some of these are simple, like some of the old tilemap still somehow existing in our dimension still, but it's a relatively simple fix. However, some issues are things like the settings menu having a fit, depending on whether you've created save data for the game. if you have saved your game, it won't happen again, but when loading the game up for the first time defaults everything to 0 for some inexplicable reason. So along with this, please keep an eye out for any particularly annoying or glaring bugs or issues with the game that may need fixing, and PLEASE point them out. 

Lastly, I wanted to bring to light a survey I've put together for the game. I'm hoping it can give us better engagement with players, and so that we can have a better idea of what we should and should not be doing. PLEASE fill it out, it shouldn't take more than 10 minutes and it helps us out tremendously.

https://forms.gle/F4u64fTpfntrFEX57

Files

GyroGun(Proto V0.1.6)Beta(Built).zip 40 MB
61 days ago

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