Demo Updated: v0.40: The Title Update
Day 9 Changelog:
Renamed the project to
N313 Remix
Alert music now loops correctly
Enemy bullets now connect if fired at close range
Enemy gunshots now make a (subtle) sound effect
Enemies now animate when moving in a straight line
Very neat arrow key priority system, should be completely intuitive now
Doors make a sound when they open (no doors in the current demo though, haha.)
Added a logo
Added a title screen (Load/Save not yet implemented)
Added version to the title screen
Emulated the black "loading" inter-screen transition effect (after spending time with the engine, I really feel this adds something.)
Added an initial Jungle tileset (still plenty of improvement to be made here)
Added dogs
Wrote a new AI capable of more effective movement in rough collision areas (the old AI just kind of spazzed out)
Fixed a bug preventing an alert from ending until the background music changed
Heavily tweaked the dog AI to make them a very challenging enemy to someone unprepared (and to make them act slightly more dog-like)
Implemented aegis flash (effect when the player takes damage)(health loss is not yet implemented, but easy to do once death works)
Implemented AI waypoints (to enhance AI performance on complex maps)
Started to design a jungle starting area, similar to the NES port (demo now takes place in 3 screens of jungle)
Fixed a couple sound effect errors (where no sound, or the wrong sound would play)
Caddie from Mugen Guild was nice enough to contribute some new sprites for Snake, the enemy soldiers, and the dogs. I did adjust the palletes slightly to better fit the aesthetic.
Snake now moves faster than enemy soldiers. Dogs now move faster than Snake.
Added the formula for class limitations (but you can't "class up" yet, so its not yet a visible feature)
Rate limited damage so that multiple sources won't stack past the max per-tick damage
Worth noting the Jungle is *not* going to be the jungle from the NES version, at all. For nostalgia's sake for the first moments, the first two screens will be quite reminiscent of it. It always bugged me in the MSX version that you start after somehow reaching the front door to Building #1. How did you get there without the oxygen tank, or any other supplies? That said, the NES version wasn't particularly informed on this either. All we know is that the second you climb into an enemy truck, someone says "take that onto the base without checking in the back, at once!"
So I'm forced to take a small amount of creative license on that note.