This update was mostly graphical improvements, UI planning, and backend changes. I also finished the first section of the map and started on the second. Enjoy the rain and wind effects! Apparently, I've now been working on this for 2 months. That's how long the first game took to make! For this game, I'm only about 20% done with the map, 5% done with the UI, and 15% done with the gameplay. This is gonna take a while. Hopefully not a year and a half again, though. In Editor 0: Hold LMB to shoot lasers Use WASD to jump and allat Press Space for energy shield Special controls are in-game In Editor 1: Pretty intuitive, just pick a tile, set the color, and draw using it. Press M to grab a tile's color or N to grab its type. In Editor 2: Use CAM Z to zoom in/out and TIME SCALE to speed up or slow down time. Use WASD to move the character around with noclipping. Use "Character" to change the player skin from Lucas to Myra. Look at the status variables to see who you're allied with.
This is turning out quite pretty. Please tell me if you're experiencing lag, though; my computer is pretty powerful, so it's hard to tell if I'm making it too graphically intensive. V0.08 - Added a few tiles, including a concrete tileset and a background bush that's affected by wind, added area triggers for graphical effects and seamless biome transitions, added rain and cloud systems, improved enemy spawning, conceptualized the weapon crafting system, laid out the story timeline. V0.07 - Added support for in-editor background placement, added Glider, Waveblade, Flight, and Bullet Time abilities to the Red and Quicksilver classes, added some basic UI to the gameplay screen, fixed a few important bugs, added player health, added durability and a toggle for the shield. V0.06 - Polished a bunch of stuff (enemy spawning mostly), added Sentinels, restarted work on the world map, replaced old music with synthwave music from Electronic Gems on YouTube (music by Ogster, Afterift, Axium Waves, and TRONICA), added a shield and Ion abilities to the player, reworked the game loop and story, added a bunch of sound effects, added an electricity particle to the Ion enemies, added a very rudimentary start screen, and the game now automatically syncs your attacks to the music. V0.05 - Added Shell enemies (callback to the final boss from Compass: Wild World) and added an automated enemy balancing test that will make polishing combat easier. (Also removed the music for now, it was getting old.) V0.04.2 - Added spawn weighting for better enemy spawn counts. V0.04.2.1 - Adjusted weighting. V0.04.1 - Fixed some bugs with the damage system. V0.04 - Improved player animations and physics AGAIN. Added a particle system and approximately 3² unique particle effects, added a glowing attack indicator to all enemies, changed the prototype weapon to a shotgun thing, added Vipers for each class, added a few more songs from Dustforce. Added natural enemy spawning and despawning. V0.03 - Expanded the level a little bit, added Polaris enemies (they are territorial and will target other enemies if they're a different type, leading to battles that happen without your input), added a background decoration layer, added a player weapon prototype and animations for it, improved player animation and physics again, added projectile system, conceptualized the full gameplay loop. V0.02 - Conceptualized the game world, added grass and spike tiles, added player respawning, improved player physics and animations, added a second player skin, added a really cool smooth shading effect, polished existing art, made level 1 in bitmap and scanned it into the grid list. V0.01 - Using that cool tile engine I made, I added a player. I made the player art a few months ago but I wasn't planning a game yet. Tile collision math by @griffpatch Sounds from Pixabay Everything else by me