[ INPUTS ] ARROW KEYS / WASD to Move SPACE to Dash CLICK to Attack (melee / hold to shoots bullets) Q/E to Special (testing multiple AOE effects) F to Cast ( not implemented) CLICK when orb is lit up to gain an artifact (work in progress) N to spawn "BALLS" ADDITIONAL INPUTS " u " to switch level " p " to toggle navmesh debugging view. " i " to toggle invincibility. " t " to toggle enemy "simulation" " v " to add 10 more enemies (can do ~100 enemies on my machine (9800x3d) before fps drops below 60 on scratch, turbowarp can do like 15~20x that) "j" to UNLOCK LIMITS (spawns in 208 exp orbs when an enemy is defeated and makes you shoot once per frame)
[THIS IS A WORK IN PROGRESS if its broken i might be actively working on it] currently working on SFX so it might be a bit weird with temp sounds. all code and art by me, slowly working my way through the process of developing a game inspired by hades. music: Lost Sky x ANGELPLAYA x Chris Linton - Unbreakable [NCS Release] can run at higher/unlocked fps and already using a lot of optimization techniques to make it more scalable to larger enemy counts and future effects. use turbo-warp runner if you want to try with 1000+ enemies if you'd ever want to do that. check the notes of a previous tech demo i made if your curious of the process of how i add new levels. https://scratch.mit.edu/projects/1322341785/ CHANGE LOG: v0.1 - june 24: started by building ontop of the previous tech demo. - added acceleration structure for getting all entities on a navmesh face, used it to get all enemies in a certain range of a point. - added the ablility to add status effects to selected enemies - added enemy health and healthbar. v0.2 - june 26: added ranged projectile attacks, - changed status effect so they can show more than 1 effect and made the icons part of the healthbar draw call so it layers properly, - changed the healthbar, added more segments to choose from so the easing effect works cleaner, also added the shielded variant. - added bleed effect (does damage over time) - upgraded from the placeholder sprites for the player and enemy to something better matching the vision. - added fun portal effect which will be this version of the doors in hades. - added screen shake. v0.3 - june 27: added enemy hit effect and death effects so they don't just disappear. - changed freeze to only slow down enemies rather than move them. - made it so that enemies don't instantly respawn when they die. + optimizations so that its not constantly filtering out dead enemies each frame when rendering or testing bullet collisions etc. - made a small level progression script (calculates a new amount of enemies to spawn and loops through the levels in the same order) v0.4 - june 27: new dash working. (can jump over gaps in the level, and length of the dash is based on how long you hold the dash button) - bug fix for level navmesh pathfinding generation. v0.4.1 -july 7th: replaced attack with a melee ranged attack, (working on animations...) - reworking input system to implement an action queue. (allows input queuing, as well as better state management for handling combined state. eg: dash + attack = dash attack, but only when the dash finishes, which means we need to monitor if the attack was clicked at any time during the dash to make sure the next state is the dash attack). or only dashing when you press the button, and if held transitioning to a run. or only doing melee attacks when clicking, and if held start shooting, or charge up an ultimate. should also allow for better management of effects, being able to address which artifact gives which effect to which action, and is flexable enough to handle cooldowns and other state related things. v0.4.2 -july 8th: new action queue system has been implemented. - using the new smart action/input queue, i've made it so the attacks first action is melee (still working on animations) then it switches to bullets. - bullets will only spawn when your not dashing or running (extra speed bonus at the end of a dash when still moving) - currently special ,cast and attack will cycle so they can all go at the same time, but will probably change it in the future once animations are in. - new map to show off the dash's gap clearing ability. v0.5.1 - august 5th: minor upgrades to everything. - attack altered to have a better hitbox. - added upgrade ui/ pickup system (upgrades not actually working yet) new input queue system working fully, and should allow for some cool effects/actions when i get around to it. v0.5.5 - august 28th: added EXP orbs, made them bounce and pull up towards the player within a certain range. v0.6 - august 30th: added enemy_type acceleration structure to handle the various enemy types without having to check if enemy_type = [all the different enemy types] till it finds the right one. added new enemy types to demo it v0.7 - September 10th: added quad-tree acceleration structure for looking up faces in an area or in a line with a ray-march like function. v0.8 - September - 11th: implemented additive level loading for larger maps. v0.9 - added sound effects. working on a "door" system to actually randomise the order of the rooms and their positions. im starting to run up against scratches file size limits , so unless I'll probably try to murge sprites where i can to reuse code more.