BOSS 9999999 IN THE GAUNTLET ———A WARM WELCOME :)——— Welcome to dodgeball(?) Dodgeball(?) works identically to the real life game, just trust me on that one. Although I don't think real life dodgeball lasts 'till you inevitably perish. Have fun! :) ——— HOW TO PLAY ——— - You're a ball. - You dodge things. - Definitely how dodgeball works. - The green walls are portals ——— UPDATE LOGS ——— V-a-0.0.1: - Physics and Movement system complete V-a-0.0.2: - Added Laser V-a-0.0.3: - Map slightly changed V-a-0.1.0 (Sharp Reflexes Update): - Added spikes V-a-0.1.1: - Spike speed changed - Player speed changed V-a-0.1.2: - Score System added V-1.0 (Takeoff update): - High-Score system added - Base Game finished V-1.0.1: - Death Screen added V-1.1 (ROUND 2 Update): - Added Orbs - Funny name V-1.1.1: - Laser's speed tweaked - Laser's duration tweaked - Orbs' speed tweaked - Orbs' duration tweaked V-1.1.2: - Death Screen updated - Fixed Bug DB-n1 (Spikes wouldn't disappear on death) V-1.1.3: - Fixed Bug DB-n2 (Player resizes to 100% at game start instead of 40%) V-1.2 (Tidal Update): - Added Wave attack V-1.2.1: - Fixed Bug DB-n3 (Wave indicators appeared behind the wave instead of at the front where it was going) V-1.2.2: - Fixed Semibug DsB-n1 (Low walkspeed caused impossible to escape scenarios) V-1.2.3: - Tweaked Player hitbox V-1.2.4: - Buffed player speed - Sped up Wave attack V-1.2.5: - Fixed Bug DB-n4 (Caused walls to position incorrectly) V-1.3 (Cooler Collisions Update): - Added separate hitbox for Player - Decreased Player hitbox size - (Update so bad I couldn't think of a name.) - (Everything added this update would later get removed due to it causing the absolute disaster that was DB-n6, which took the longest to fix out of any bug/semibug in the entire game, maybe even longer than all of the others combined!) V-1.3.1: - Fixed Bug DB-n5 (Caused spikes to move through the floor before disappearing) - Doubled the time it takes the Player to stop rolling while not actively moving V-1.3.2: - Double rolling time (again) Added 2 spikes V-1.4 (Hits and Blows Update): - Reworked Wave - Unfortunately removed Orbs in a failed attempt to fix DB-n6 - Added Grand Inferno, a replacement for Orbs - Removed separate hitbox to fix DB-n6 (non-spike obstacles did not react to collision with the player's separate hitbox since it's addition (The reason for the hitbox to not work is currently still unclear.)) - Shortened the Laser's wind-up - Removed the two spikes added in earlier update to prevent impossible scenarios, fixing Semibug DsB-n2 (high amount of spikes on rare occasions caused impossible scenarios) V-1.4.1: - Fixed DB-n7 (Due to misstyped number in rng, Grand Inferno couldn't be triggered due to the rng deciding which attack to use ranging from 1-2 instead of 1-3) V-1.5 (Life Update): - Retextured and buffed Grand Inferno - Added Health System - Added Damage Penalty - Changed Death Screen V-1.6 (Tweaks and Textures Update pt.1): - Animated Grand Inferno - Heavily decreased Damage penalty (200 --> 100) - Small Background Retexture - Added update names - Added the 'Warm Welcome section to very accurately explain what the game is about, before going into detail on the rules in the following section - Shortened Grand Inferno's duration - Shortened Wave's wind-up - Reset Highscore due to the most recent one having been achieved before the damage penalty update V-1.7 (Second chance update): - Made spikes 25% slower - Added Bonus HP system (Every minute survived rewards you with 1 free hp) - Added a free score bonus every time the requirement Bonus HP is reached V-1.7.1: - Increased all attack wind-ups to fix Semibug DsB-n3 (Slow spikes caused longer wait time between movement opportunities, leaving you defenseless against attacks with short wind-ups) - Reworked Laser (All it does now is block of both portals) V-1.7.2: - Properly calculated the amount of degrees/step necessary to create the optimal rolling illusion V-1.8 (Tweaks and Textures Update pt.2): - Lowered Bonus HP requirement - Sped up spikes again because the game got boring - Set all attack wind-ups to 2 seconds, except Laser, which has a 0.8 second wind-up - Retextured and animated Laser - Retextured and animated Wave ——— NEXT UPDATE ——— Not yet decided
- Bugs are problems that are directly caused by problems within the code. Bugs are in almost all cases guaranteed to occur every run. Bugs are numbered in the order in which they were discovered. Example: DB-n1 stands for 'Discovered Bug number 1'. - Semibugs are issues that are caused by side effects of code that by itself works as intended. Semibugs might not occur on every run. Semibugs are numbered identically to bugs. Example: DsB-n1 stands for 'Discovered SemiBug number 1'