The REAL End

Here it is, folks. The FINAL content update. The Level Select screen is finally all filled in!

Boss Rush

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.

Gun Hitflashes

Remember when I added hitflashes to melee weapons? Weren’t they such a satisfying addition?

No? Well, whatever. Now guns have them too.

Blaster hit flash
Also known as Bubbles of Pain.

Don’t think that’s exciting enough? Then try shooting the Gunship in LVL8 with your beam cannon. OR… look at the screenshot below.

Beam cannon hitflash
Otherwise known as the Bubble Barrage of Even More Pain. Looks better animated!

Fixes

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!

Until then,
HUZZAH!

~MoscowModder


== 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

Spit and Polish

Boss Rush is nearly done! That bonus boss is starting to look pretty horrifying! But before I toss the next (and FINAL) major release out the door, I figure it’s about time to hand you my very large pile of bugfixes and minor updates.

First off: Desktop versions!
You can now download Ignition for Windows or Mac OS to play from the comfort of your desktop/laptop. It even gets its own neat little icon in the taskbar/dock!

This may not seem like much, but this will be the key to figuring out my monetization strategy. Who knows? You may someday see this game on Steam.

Next up: Hit flashes!
Every melee weapon (and eventually, every bullet) has a unique flash that appears over an enemy when you hit it. Just a little more flavor shaken into the game, I guess.

Tag. You’re it.

Let’s see. What else is there? Oh, yes. Better confirmation dialogs (before you log out of your offline save and delete it forever), the very last updated shop image (for the Polar Blades), some more Easter Eggs, and a slightly grumpier Quadcopter (in LVL5). I’d mention bugfixes, but that’s what the changelog is for.

 

Until next time,
HUZZAH!

~ MM


== Major ==
[SYSTEM] Added downloadable versions for Windows & Mac (available on the home page)

== Minor ==
[CUTSCENE] The camera shows you what’s going on elsewhere during the LVL9 post-boss cutscene
[GAMEPLAY] The Grenade Launcher’s grenades travel farther
[GAMEPLAY] Added two more Easter eggs
[GAMEPLAY] The transition in the LVL5 boss fight from turret to on-foot battle is more dynamic
[GRAPHICS] Added hit flashes for all melee weapons
[GRAPHICS] Redesigned the detail image for the Polar Blades
[MENU] Redesigned confirmation dialogs (when logging out of an offline save, for example) to be less obnoxious
[WEBSITE] Added recent achievements to the Profile page

== Bugfix ==
[GAMEPLAY] The Grenade Launcher would do nothing if it touches an enemy as you fire it
[GAMEPLAY] Some of the trucks in LVL5 would cause you to constantly rise and fall while standing on them
[GAMEPLAY] The usable turret in the LVL5 boss fight would occasionally drop items when destroyed
[GRAPHICS] The LVL5 background had a faint seam between the background image and the solid blue sky

End of the Line

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.

Get out of my way. NOW.
NOW.

In other news:

  • The Vibrosword Vitreblade 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!
~MM


== 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

Polishing Rough Edges, November Edition

Hey, have you seen the new trailer yet? No? Well, here it is. Not that you needed to see it if you’re already reading, but hey! I put effort into it!

Meanwhile, update time! I made a bunch of minor tweaks, added some new achievements, and made enemy knockback better. This update is really best explained in changelog format.

Plans for next update: Vitreblade redesign! More work on LVL9! But not a release yet. It’s a rather large undertaking, donchaknow!


== Minor ==
[AUDIO] Added an SFX when Moledozer charges
[GAMEPLAY] Removed 3 old achievements and added 5 new ones
[GAMEPLAY] Reduced the probability of higher-value item drops
[GAMEPLAY] Slightly reduced the value of money drops
[GAMEPLAY] Manhole mooks no longer do contact damage
[GAMEPLAY] Walking enemies accelerate more slowly
[GAMEPLAY] More enemies can be interrupted by damage
[GAMEPLAY] Slightly increased knockback taken by walking enemies
[LEVEL] Added another easter egg somewhere

== Bugfix ==
[GAMEPLAY] Elite Mooks walked much faster than intended
[GRAPHICS] Shrapnel from space enemies would constantly change graphics

Prepped for Inspection

Nothing too major to see here. It’s what’s about to happen that’s exciting! I’m about to show the game to some reviewers, so I had to touch up a couple things beforehand.

There’s really only one change in the game you might find interesting:

It's pronounced "em em slash slash productions", in case you were confused.
It’s pronounced “em em slash slash productions”, in case you were confused.

Fun fact: Giving yourself a studio name makes you 150% more legitimate and 10% more awesome. Besides sitting here collecting dust in this blog post, the logo adds a nice little touch to the otherwise-boring loading screen.

Anyway, the reason I added this is to look good for the reviewers, so if everything works out, we may have an influx of players and a boost in attention coming in the next few weeks. Fingers crossed!


== Minor ==
[MENU] Added a new studio logo to the loading screen
[SOCIAL] The “Brag” button no longer pre-fills a message, in accordance with Facebook’s app policy
[SYSTEM] All calls to the server now use https
[WEBSITE] Added a Press Kit page
[WEBSITE] Added a Privacy Policy page

Little Things That Matter

Minor update this time. Just some polishing things that will make the game easier to understand for new players.

Fun fact: A bunch of people, according to the logs, have signed up and not beaten LVL1. I’m trying very hard to make sure those people do beat the first level and don’t ragequit on me.

Meanwhile, getting started on LVL8! It’s gonna be exciting. And different. Stay tuned!


 

== Minor ==
[HUD] A sound will play and the ammo counter will flash red if you try to use a gun while out of ammo
[HUD] The ammo and money counters turn green and count up gradually with SFX when you pick up ammo/money items
[HUD] Speaker names in the message box will appear immediately instead of typing out one letter at a time
[GAMEPLAY] Reduced the LVL2 par time from 3:00 to 2:45

== Bugfix ==
[GAMEPLAY] Some mooks above the LVL2 checkpoint would fall down and make the area really crowded

The Big One

It’s been over two months since the last update. Thanks for being patient, players! Your reward? Oh, nothing, just the biggest update EVER. Like really, I’m pretty sure no update to this game has been as HUGE as this one. Hold on to your hats, folks! You’re about to get blown away.

EPIC FLAIL

Not all weapons are created equal. Or maybe some weapons are more equal than others. Regardless, some weapons tend to collect dust while you play with more powerful/awesome/practical ones. But now, I’ve put some much-needed TLC into everyone’s least-favorite weapon to create this beauty!

Bet you don't even recognize this baby!
Bet you don’t even recognize this baby!

At long last, the Beam Flail has taken its place alongside its pointier brethren as a true force to be reckoned with. Try it out! You won’t be disappointed.

 

The Plot Thickens

No screenshot of this. Spoilers, ya know? This update adds two new flashback cutscenes after levels 2 and 4 which tell you just a little bit more about where Nightmare came from and what he’s like. And it’s about time, too. We’re almost to the game’s climax! Seriously, you should go enable Replay Cutscenes in Settings and go watch those.

OMG OST!

Surprise! Ignition is getting its very own original soundtrack! To start it off, all of the game’s menus and once-silent cutscenes have been filled with some pretty fantastic tunes exclusive to this game. I’ve even got a glorious new theme that goes perfectly with the title screen. Be sure to give it a listen before mashing that Enter key!

Little Goodies and Those Darn Bugs

There’s a truckload of minor changes in here that I’m sure you’ll enjoy. First, the good news: Enemy drops are working again! They’ve been broken for so long you probably forgot enemies are supposed to give you items on death. Furthermore, I think I finally fixed the absentee Quadcopter glitch in LVL5… again.

Now, the other good news: Enemies (and you) flash white when hit, to make it more obvious damage is happening. The Vitreblade, Beam Flail, and Weapon Charger all have new SFX. All of the accessories have had their icons and detail images updated (especially the ones whose detail images were flat-out missing).

YAY BUGFIXES!

The Final Assault

You know what this is? Oh, just the title of the brand-new Level 7! I’ve pulled out all the stops to make this the biggest, deadliest, most awesome environment so far. You can expect traps and baddies galore, joined by the most dangerous non-boss enemy in the entire game. Yeah, that’s him down there.

Question: Am I about to die in this picture?
Question: Am I about to die in this picture?

With this new level, we’ve finally reached the bottom row. This is it. Nearly at the endgame. I wasn’t kidding when I said you should go replay levels 2 and 4 for the new cutscenes, mind you – the story is beginning to wrap up! And the world will never be the same.

What’s Next?

Hang on, the game’s not over yet! This may be the biggest update ever, but it’s certainly not the last! Before I add LVL8, my plan for the next update is to add another of those things you’ve all been waiting for: the first Challenge mode! Get ready to take on wave upon wave of unrelenting enemies, because the Endless Ground challenge is on its way. And, if I ever finalize its feature set, the dreaded INSANE mode. Be very afraid.


 

== Major ==
[LEVEL] Added LVL7
[CUTSCENE] Added 2 additional cutscenes after the end of LVL2 and LVL4
[AUDIO] Added original music pieces to all the game’s menus and cutscenes
[GRAPHICS] Redesigned the Beam Flail
[GRAPHICS] Updated the icons and detail images for all accessories
[AUDIO] Replaced the SFX for the Beam Flail, Vitreblade, and Weapon Charger

== Minor ==
[UI] The health bar no longer blurs when you’re low on health (caused a graphical glitch)
[UI] The health bar shatters when you die
[AUDIO] The text sound is quieter
[GAMEPLAY] Double-jumps are slightly weaker
[MENU] The easter egg on the title screen appears sooner and more often
[GRAPHICS] Player and enemies flash white when hurt
[GAMEPLAY] The Lance dash attack does more damage and pushes you back more
[MENU] Levels after 7 are hidden until LVL7 is completed
[AUDIO] The text SFX doesn’t play when adding spaces
[WEAPONS] Sniper Rifle shots pierce through multiple enemies

== Bugfix ==
[GAMEPLAY] Fixed the Quadcopter not appearing in LVL5… for real this time?
[GAMEPLAY] It was possible to get stuck falling onto the ground at the start of LVL5
[GAMEPLAY] It was possible to deflect turret rockets in LVL5
[GAMEPLAY] Enemy drops were not working

The WOW factor

HUZZAH!

This update, I’ve been focusing with feverish intensity on one important aspect of the game: EVERYTHING!

To be precise, this update is all about polishing up some older and unfinished bits of the game, and injecting the most mundane features (like the platforming and even the humble menus) with some WOW! I want to make a trailer soon, and the game’s gotta be on its best appearance!

#1: Life bars

You mean I made a whole update for some slanted life bars?!?!
You mean I made a whole update for some slanted life bars?!?!

Yes, life bars are slanted now. Whoop-de-do. More importantly, they’re more accurate. As you’ll see in the next picture, it’s now simple to see exactly how many HP you’ve lost.

#2: Gibs

Ouch. Poor Desakh...
Ouch. Poor Desakh…

All enemies (including bosses) now have their own unique gibs that fly off when damaged… and explode into their component parts on death! Yikes… Desakh’s sure had a rough day.

#3: Fonts

It is my life's goal to get you excited over the shape of text in a video game!
It is my life’s goal to get you excited over the appearance of text in a video game!

A lot of the game’s text, mainly the pause, shop, level select, and title screens, have been changed from the Arnprior font to my lovingly-sprited Carnage font. I kinda liked Arnprior, but it has two major downsides: 1) It clashes with the SNES-style graphics of the rest of the game, and 2) A lot of you don’t even have it installed on your computers so all you see is some boring font like Arial. Very uncool.

#4: The Fusion Lance

Gun copter? Meet LANCECOPTER!
Gun copter? Meet LANCECOPTER!

Remember the Fusion Lance? That little thing with the spinning jump attack and not much else? Well, it’s my favorite weapon. And now I think it will be your favorite weapon too. Seriously, a static image does not do this thing justice. You gotta try it out.

I could watch this all day.
I could watch this all day.

Now that’s more like it.

#5: Intro Cutscene

The game now has an intro cutscene that plays when you first create your save file, before you reach the title screen. It should help you better understand what’s going on in the world behind the shooty slashing action. I think it’s pretty cool in its own right, too.

For the next update, I plan to go back and revise and greatly expand some older cutscenes to breathe more life into the story. You may or may not care what’s going on in there, but I do. And you will. Come LVL7, you certainly will.

What’s that? Already have your save created and missed the intro cutscene? No problem – you can also watch it from the titlescreen.


 

I’d say that’s all for today, but there’s also a very long changelog beneath this farewell. Regardless, farewell! Can’t wait to show you the next thing, because LVL7 is gonna be Earth-shattering. FIGURATIVELY!

See ya next post,

~MoscowModder


 

== Major ==
[CUTSCENE] Added a game intro cutscene
[CUTSCENE] If you die to a boss, its cutscene will not play again on retry
[GAMEPLAY] Redesigned the Fusion Lance
[GRAPHICS] Every enemy in the game has unique shrapnel on hit and death

== Minor ==
[GAMEPLAY] Golem rocks will not hurt you after they stop moving
[GRAPHICS] Converted some more sprites and shop detail images to 16-color graphics
[GRAPHICS] Updated the rotors on the basic Copters
[GRAPHICS] Shrapnel will not fly away so lidicrously far
[GRAPHICS] Updated Nightmare’s dash, jump, and fall animations
[HUD] Changed the shape of health bars
[HUD] Moved equipment icons from the HUD to the pause menu
[LEVEL] Reduced the time limit on LVL4
[LEVEL] Reduced the damage par on LVL6
[LEVEL] Expanded Felidae’s boss intro
[LEVEL] Slight graphical improvements in LVL4
[MENU] Changed some text on the pause menu and in the shop to the Carnage font
[MENU] The level begin SFX will not play if Fast Transitions is enabled
[MENU] Changed some shop descriptions
[MENU] The mouse cursor is 2x its previous size
[MENU] Renamed the Lightsaber to Vitreblade

== Bugfix ==
[GAMEPLAY] Killing multiple enemies at the same time would only count as one
[GRAPHICS] It was possible to take damage while dying and cause a graphical glitch
[HUD] The width of health bars was not completely accurate