Here it is, folks. The FINAL content update. The Level Select screen is finally all filled in!
You’ve proven you have what it takes to face each of Ignition’s varied bosses individually – now how about all in a row? Can you stay alive long enough to reach the end, and irrefutably prove yourself the greatest warrior in the galaxy?
Either way, it will be entertaining to watch.
Remember when I added hitflashes to melee weapons? Weren’t they such a satisfying addition?
No? Well, whatever. Now guns have them too.
Don’t think that’s exciting enough? Then try shooting the Gunship in LVL8 with your beam cannon. OR… look at the screenshot below.
Lots of stuff got polished up this update in anticipation of the impending 1.0 release. This includes, but is not limited to:
New SFX that plays when you buy and equip gear in the Armory.
At long last, a new big explosion sprite. At long last, every sprite in the game has been updated to fit the game’s style.
Fixed using the mouse to select things in the Armory
So much more – see below!
Well, that’s it for now. The next update, barring minor bugfix updates, will be the final release. The big one point oh. The golden master.
Big thanks to all of you beta players for sticking with me! Hope to see you again on the other side of the upcoming release!
== Major ==
[LEVEL] Added Boss Rush
[GRAPHICS] Added hitflashes for bullets
[MENU] All achievements are obtainable
== Minor ==
[AUDIO] Added new SFX for purchasing/equipping items in the Armory
[CUTSCENE] Made some graphical and wording changes to the LVL5 intro cutscene
[CUTSCENE] Made a graphical to the LVL8 outro cutscene
[LEVEL] Added the two remaining Easter Eggs
[GAMEPLAY] The Gunship in LVL8 takes twice as much damage from the Silencer’s beam cannon
[GAMEPLAY] Reduced the Flamethrower’s rate of fire
[GAMEPLAY] Reduced the Flamethrower’s ammo from 300 to 250
[GAMEPLAY] The Clawblade’s dash attack can hit multiple enemies
[GAMEPLAY] Truck turrets no longer deal contact damage
[GRAPHICS] Re-shaded the Golem’s rock to be more noticeable
[GRAPHICS] The HUD is no longer obscured in the underwater segment in LVL3
[GRAPHICS] Re-designed the big explosion sprite
[GRAPHICS] Re-colored the flamethrower flame sprite
[MENU] The money counter will count down after purchasing something in the Armory
== Bugfix ==
[GAMEPLAY] The Clawblade’s dash attack could pass through cutscene points and prevent cutscenes from playing
[MENU] Pressing up/down in a level or during the title screen animation would move the menu cursor and play a sound
[MENU] The mouse did not select items to buy/equip in the Armory
This is it. The moment you’ve all been waiting for. It’s been a long time coming, but here it is at last.
This is: THE END OF THE LINE.
LVL9 is out! And the galaxy will never be the same again.
In other news:
The VibroswordVitreblade redesign is finished
The Weapon Charger accessory is no longer absolutely useless.
There are some new UI sounds for navigating menus
A bunch of bugfixes
I’ve had an awesome time developing this update for you guys, so I hope you enjoy it! Development on Ignition has been long and rocky, but totally worth it.
Well, enough sentimentality. Time to get to work on Boss Rush!
As always, HUZZAH!
== Major ==
[GRAPHICS] Redesigned the Vitreblade’s remaining attacks
[LEVEL] Added LVL9: End of the Line
== Minor ==
[CUTSCENE] Retconned the name of planet Iota to Itikon. Deal with it.
[GAMEPLAY] The Vitreblade can now deflect any number of shots at once
[GAMEPLAY] The Vitreblade’s thrust attack has had its damage reduced from 6 to 5
[GAMEPLAY] The Weapon Charger now does double damage instead of a small (read: useless) damage boost
[GAMEPLAY] Shrunk Nightmare’s hitbox during the Vibrosword’s attacks
[GRAPHICS] Removed the shadows from LVL2 and LVL5
[MENU] The Replay Cutscenes setting is enabled by default on new save files
[MENU] Added new sound effects: Menu move, Menu select
[MENU] Names of locked achievements are now hidden
[MENU] The Easter Egg achievement tells you how many are left (NOTE: NOT ALL OF THESE ARE IN THE GAME YET)
== Bugfix ==
[CUTSCENE] The LVL5 Outro cutscene would sometimes skip most of the dialogue
[GAMEPLAY] LVL7 would freeze after retrying in INSANE mode
[GAMEPLAY] You could fire your gun while using the turret in LVL5
[GAMEPLAY] Pulling out the Particle Blaster while it’s touching an enemy could freeze Nightmare’s controls
[GAMEPLAY] Firing the Particle Blaster while the shot is touching an enemy would not hurt that enemy
Hello, players! If you’re looking for a big game update, well, sorry. I’ve been focusing more on my other project, Solaris, for the past couple of weeks. That being said, I got something big done tonight – I re-did the Settings screen!
The old Settings screen had three big problems: 1) It was really cluttered, because it had all those settings on screen at once, and not really organized that well, and 2) the code behind it was atrocious – especially the code behind changing keyboard controls, and 3) it had (almost) no keyboard support! You had to use a mouse to get around it.
The new one is much more modular (in the interface and the code), and so pretty. It’s divided into 4 separate tabs, each of which has a simple, super-clean look to it. But don’t take my word for it, take a look at this screenshot!
Note: This update has not yet been released. For now the screenshot is all you’ve got.
All right, that’s one screen prettied up. What’s left to do?
Project Pretty Things Up (continued): Re-do armory screen in a similar fashion to the Settings screen – that one also has terrifying code (mainly in one feature that I can’t tell you about because it’s a secret unlockable) and zero keyboard support.
Project 16-Bit-Awesome: Re-draw all of the old weapons (older than the new Vibrosword) to use no more than 16 colors and to look awesome. You know, like those Polar Blades look.
Project Just-Make-The-Darn-Level-Already: Yeah, yeah, yeah. I’ll get to that.