Error 500: Internal Developer Error

Hey there, loyal fans!

Sorry to disappoint you, but… well, this is gonna disappoint you. I did mention I was sorry.

I’m gonna miss another deadline with Level 4. This is due to a triple-dose of back-to-school, graphics-artist-also-back-to-school, and simple game complications.

This is me right now
This is me right now.

In order to make wall-jumping less frustrating for players with slower computers, I decided to re-do it from scratch (instead of using a built-in behavior). That caused a bug with double-jumping so I had to re-do that too. There’s still a behavior with that I’d like to fix (it was like this in the old version too – you can’t double-jump again after wall-sliding), but I think I can fix it eventually.

However, there’s still a bunch of stuff to do before I can release this batch. Get the remaining graphics for Level 4 (backgrounds), get the remaining graphics for the cutscenes (one more character), and then of course make those cutscenes. Modifying the game to add in post-level cutscenes was only a minor pain, thankfully.

On a more positive note, the boss of LVL4 is done, and boy, is he tough! And I don’t just mean high HP/damage. He’s got 4.5 different moves to use on you, and he combines the ‘smarts’ (read: reacting to your location/actions) of Desakh with the randomness of Felidae to make your life miserable. The mighty few who manage to put him down will have something to feel really proud of.

Another thing I’ve successfully added is the game’s 6th melee weapon! If you don’t already know what it is, I’m not gonna tell you. But it is wicked cool. And sharp. And oh so very fun to fool around with. And just awesome to look at. I can’t wait to show it off.

Oh, and speaking of difficulty, I’m thinking of adding an INSANE mode for the really hardcore players. Same difficulty as Hard (maybe a little tougher), plus your HUD is invisible. That means no life bar, no ammo count, and no boss life bar either. Bwahahaha!

Thanks for being patient. I hope to finally, finally get this level out the door in the first half of October. I’m as tired of waiting as you are!

Until next time, players!

Polishing Things Up, Part 2

Not much to see here. The website forces you to provide a display name (shown instead of your email on profiles and bug reports) when you register, which you can also add in your account page. I made a new dash animation for the Vibrosword, added a couple new items that are still locked, and made the level select screen keyboard-friendly. Eventually you should be able to play the whole game without touching a mouse.

I still plan to release level 4, with all of the related improvements and new things, this coming month. Stay tuned!


 

 

== Major ==
[WEBSITE] The nav bar and ad section on the game page is always visible
[MENU] The level select screen can be navigated by keyboard
[WEAPONS] Added a new accessory (currently locked)
[WEAPONS] Added a new Misc item (currently locked)
[MENU] Registering a new account occurs on the web site, not in-game

== Minor ==
[MENU] Changed back buttons on Instructions/Settings – you can press enter to go back
[WEAPONS] Added missing jump attack to new melee weapon
[WEAPONS] Replaced vibrosword dash attack
[WEBSITE] You now enter a display name when registering an account
[WEBSITE] The add a bug form requires you to be logged in

Polishing Things Up

Hey, remember when I said there may not be a level 4 this month? Well, there isn’t. Sorry. I’ll try to get it done in September as I try to balance game work with schoolwork.

Anyway, there’s still an update as promised! Notable features:

  • Hard mode has been added!
  • If you use a cheat code on a save, you won’t be able to submit highscores on that save. Permanently.
  • Resume and quit buttons on the pause screen, at last!
  • Balanced the effectiveness of all the guns.

Coming next update: Level 4! New weapons! Cutscenes!

Stay tuned, loyal fans! Thanks for your patience!


 

 

== Major ==
[MENU] Added Hard mode
[OTHER] Saves that have had debug mode enabled will not submit highscores
[MENU] The pause screen now has resume/retry and quit buttons

== Minor ==
[WEAPONS] Slightly decreased firing rate of rotoblaster
[WEAPONS] Slightly decreased shot count of scattergun
[WEAPONS] Significantly increased damage and decreased firing rate of sniper rifle
[WEAPONS] Increased ammo of rocket launcher
[LEVEL] Added a backdrop to LVL2
[LEVEL] Added more graphical details to LVL3
[WEAPONS] Started adding a new melee weapon (locked until level 4)

== Bugfix ==
[MENU] The “Update ready” message would be cut off
[LEVEL] It was possible to get on top of the roof on the right of the LVL2 boss area
[GAMEPLAY] Player would stop moving forward mid-way through a dash attack
[GAMEPLAY] It was possible to pause during a level-end transition

Down but not out

Well, it’s time for some bad news. August is almost half over, and I have very little progress on Level 4 to show for it. Furthermore, the school year is about to resume, and that will likely hinder progress further. The end result is that LVL4 may not be ready for release by the end of the month.

That’s the bad news. Time for some good news. There will be an update this month. Even if LVL4 isn’t in it, it will have some of the myriad improvements I’m also working on:

  • Prettifying levels 2 and 3 with previously-missing graphics
  • Balancing out the power of the game’s many guns
  • Adding one more melee weapon and one more accessory to fill in the row 3 items (unlocked with level 4)
  • Adding quit/resume/continue buttons to the pause screen
  • Adding the missing opening/closing cutscenes to levels 1-3 (yeah, you thought there was only going to be the one, didn’t you?)
  • Opening a beta server where a select few beta testers can try out unfinished levels (with cloud sync and highscore upload disabled) – leave a comment here if you want to be a private beta tester!

To keep you excited until then, here’s a familiar picture of LVL2 in all its back-dropped glory:

Level 2, complete with a new backdrop
Level 2, complete with a new backdrop

Level 3 is out!

Well, here it is, folks. The third level of PAIN in my wonderfully CHAOTIC game. This level contrasts the previous one by focusing less on combat and more on platforming. Also it’s a water level, but I tried to make it non-horrible for all of you (water levels are a common pitfall in many genres of video games). It’s kind of short, but should have plenty of interesting things in store.

Also, on the website end, I’ve added seniority badges that display next to your name on the highscores. These shiny badges show how long you’ve been playing my game (assuming you have an online account and not an offline save). In addition, I’ve whipped up a currently-barebones profile page that displays your score breakdown and your equipped items. In the future, I plan to add your account display name (in case you have multiple save files), all unlocked items, and most importantly, your achievements (once they’re implemented in-game).

Have fun blowing stuff up! Thanks for your interest in my little endeavor!

Totally not about to be creamed by a submarine.
Totally not about to be creamed by a submarine.

All changes:

== Major ==
[LEVEL] Added Level 3
[WEBSITE] Added user profile pages (visible from account or highscores); more content to be added later
[MENU] Moved some functionality from level select to Title screen
[MENU] Title screen options can be navigated from keyboard (level select will be in the future)

== Minor ==
[MENU] Added current profile name to title screen
[MENU] Title screen animation will not play when returning to it

== Bugfix ==
[MENU] Locked items could still be purchased
[WEBSITE] The Show/Hide Menu button on the game page would not work

Almost Done!*

Good* news! Level 3 is still on track for release by the end of the month. However, the new title screen may be dropped from this release (cue much* sobbing* from fans*).

While it’s not quite finished, level 3 now has the best* graphics* ever seen in the history of video games. BEHOLD!

Level 3, with the best graphics ever*
Level 3, with the best graphics ever*

Okay, those are just prototype graphics that I hastily whipped up to build the level with. My graphics guy is working on the real graphics with which I will give this otherwise functional level its needed facelift before release.

Oh, want to know what this level’s going to include? Well, for starters, there’s PAIN. And SUFFERING. But this time, it’s more platforming PAIN than combat PAIN. Gotta have some variety in this game! But more importantly, this level will present the chance for you to race each other to a perfect 300 score. Because that’s all that really matters.

Well, talk* to you later! Hope you like level 3 when it comes out  in 11* days!

 

 

* You really thought there would be a footnote, didn’t you. Joke’s on you!

Boss Time!

In case anyone’s wondering, I am working on level 3. In my customary style (as of level 2, at least), I have finished the boss before I’ve started on the level proper.

So the level itself doesn’t have anything except a little test area, but I must say – the boss is awesome. Expect a very harsh fight that actually changes as you progress. Expect to keep an eye on your environment, because the boss doesn’t always have to hit you directly. And expect to have fun! When you get a chance to test it, if it’s not fun, let me know. But I think you’ll like it. Call it foolish optimism if you like.

Things left to do:

  • Make all the normal enemies
  • Get the level’s tileset from the graphics guy
  • Finish sketching the level
  • Build the level from the sketch
  • Playtest. A lot.
  • Let you guys playtest!

In case you haven’t seen the Master To-Do List, level 3 is scheduled for release by the end of this month. Stay tuned!

Level 2 at last!

Here it is, at long last! The game now has move than one level!

The new chapter, entitled “Into the Fray” has our hero entering a conflict that’s sprung up in some city. Exactly what is going on here will be explained when I add its opening/closing cutscenes later. Also, this level has no backdrop like the last. This will likewise be added later.

This level puts a greater emphasis on combat than the last, so prepare yourself for a whole lot of PAIN and SUFFERING in this one. Also, the boss can be kind of nasty.

Found a bug? Post it on the site bugs page! Have a comment/compliment/complaint? Leave it in the comments here!


 

== Major ==
[LEVEL] Added level 2
[WEAPONS] 2nd-row items are locked until level 2 is completed; 3rd-row items are locked until level 4 (unreleased)

== Minor ==
[WEAPONS] Increased the firing rate and shot speed of the Sniper Rifle
[WEAPONS] Slightly increased the damage of the Grenade Launcher, and Flamethrower
[WEAPONS] Greatly increased the damage and reduced the capacity of the Rocket Launcher
[MENU] Added a Challenges screen to the Level Select menu for later use
[GRAPHICS] Changed the level fade-out animation
[GAMEPLAY] Dying and returning to level beginning will not re-play objective text
[MENU] Altered the cash bonus formula for a perfect score
[GRAPHICS] Added visual feedback for fullfilling or failing a level objective

== Bugfix ==
[GAMEPLAY] Dying and returning to level beginning would not subtract remaining lives or increase score penalty

Big Things to Come

Hello, loyal beta-testers, and welcome to yet another incarnation of the Changelog. Blog? Changeblog? No, that’s terrible. DevBlog sounds clever and techy. This one is run on WordPress so it’s plenty fancy.

Level 2

Many of you may be wondering if and when Level 2 is ever coming out. The answer is, soon! Very soon. Sometime this month, actually. I’m just fixing up the leftover bugs, making it less astonishingly cruel, and waiting on the Graphics Guy to finish up the last few pieces of delicious eye candy. And speaking of eye candy, here are some free samples!

Roughed-up buildings, new enemy, and dynamic shadows! Placeholder graphic is a placeholder.
More of the same. I can be original, really!
More of the same. I can be original, really!
Skydiving like a boss!
Skydiving like a boss!

Bugs and Stuff

If you have run into the bug where you can’t log in, I apologize.
If you have run into the bug where your game is not saved sometimes, I apologize.
If you have run into the bug where your save is not properly loaded, I apologize.

This game has bugs. Adding cloud saving can be really convenient for some people, but it also introduced a bunch of bugs. I’m working on ’em. I really am. My new and improved website logger and this neat tool I downloaded should make it easier to test the site and pinpoint the problems. In the future, I might make a way for you to email me your problem and automatically attach your logs with them, but for now bear with me. This is an in-development game, after all.

Ads

I don’t like ads. You don’t like ads. No one likes ads (except advertisers and Google). But they are a necessary part of life. They help put a few more pennies in the pocket of this poor developer (who runs on a very small budget). So please, if you are using AdBlock or such software, please add carnageinspace.com to your whitelist! Just ignore those ads and let the pennies flow!

Thank you for understanding. You rock!

Plans for the Future

Okay, enough depressing stuff. This will cheer up anyone who likes a challenge: new game modes!

(None of these have been added yet. Thus the “Plans for the Future”).

  • Endless Mode (Ground and Space variants): Want to compete for the highest score? Wish there was no score cap? This mode will allow you to fight endless waves of increasingly difficult enemies. How many can you beat? Will you show off your hard-earned score with pride, or hang your head in shame (-1 kills? How did you even do that?!)?
  • Grand Tour: Individual levels too easy? How about all 9 at once? You get only 5 lives (same as a single level) to clear the entire story. Survive it all, and you can earn up to another 100 points (one level’s worth) to hang on your highscore! (Note: I might decide to make it 900 points. Maybe).
  • Boss Rush: If you’ve ever played the Super Smash Bros series, you may be familiar with this concept – fight through all 9 of the game’s bosses with one life and a limited number of recovery items in-between! Oh yeah, and I’ll throw in one more super-boss to make it interesting. Beat all 10 for another 100 points (or maybe 200. I don’t know.)!

Suggestions

What would you like to see in this game (besides more than 1 level – I really am working hard on it)? Let me know in the comments here! Found a bug? Head back to the site’s existing Bug page to let me know about it!