Its been a long bit
I have pretty exciting news: I have screenshots and details to share of progress!
Weapons
These are the currently finished guns for chapter two, with their own special functionalities, that I’ll describe below.
Luger
A pistol variant, with the ability to fire through multiple enemies with deadly accuracy. The downsides being a fairly short clip, and having click to fire.
Light(?) Machine Gun
The LMG sports a massive magazine size and a somewhat consistent bullet deviation even at max firing speed. A downside to this amazing gun is the wind up time to acquire said max speed, on top of damage resetting the wind up time. And yes, you get to keep the firing speed after reloads.
Conscript’s Rifle
A somewhat run of the mill rifle with the twist of firing two shots diagonally, that’s it.
AK 47
Another Rifle, with bullets that ricochet! Along with near pin point accuracy to boot.
RPG
A staple; fires a single rocket that explodes on impact.
overall I’m happy with the balance of the weapons, none of them feel too overpowered compared to each other and none of them supersede previous chapter weapons in perks.
Enemies
Just a select few enemies with their stats and abilities that are finished
Gato Conscript
- 4 HP
- Deals 5 damage
- Uses Conscript Rifle
- Buffable
A rascal
Gato Officer
- 3 HP
- Deals 5 damage
- Uses Luger pistol
- Buffs friendly rank and file gatos with increased damage
Gato Blitz
- 6 HP
- Deals 10 damage
- Uses RPG
- Buffable
Gato Soldier
- 6 HP
- Deals 10 damage
- Uses AK Rifle
- Buffable
A rascally rascal
Gato Field Officer
- 4 HP
- Deals 5 damage
- Uses luger pistol
- Buffs Gato Soldiers with increased damage and periodic healing
Gato Jugger
- 6 HP
- Deals 5 damage
- Uses LMG
*Buffable
- Stronk looking
Gato Tanker
- 12 HP
- Deals 5-10 damage
- Is a tank
- X formation Burst shot
- Buffable
Blob Mercenary
- 5 HP
- Deals 5 Damage
- Uses standard rifle
- Buffable
Gato Heavy Security
- 12 HP
- Deals no damage ()
- Almost Defenseless
- Stagger-able
Gato B.E.H.O.L.D.E.R
- 12 HP
- Deals 5 damage
- Charges eye laser
- Evil eye
Bug Fixes and changes
I didn’t keep track of most of my bug fixes, but many had to do with the newly created enemies and consistency issues with weapons. Here are a few notable fixes:
- Fixed dialog overlap (hopefully for good this time)
- Fixed damage inconsistences between certain enemy bullets
- Fixed visibility of specific objects not meant to be visible
- Cleaned up dialogbox code
- Changed Item//Throwable dropping keys. They are now dropped by holding down their respective keys for using them, and releasing said key to use (less keys woo!)
- Tons of fixes regarding buff system for enemies
- Fixed memory leak regarding player buffs, again
- Tidied up sprites
- Cleaned up minor code issues (logic stuff)
- Fixed spiriting issues with a prop
- Fixed incorrect camera positioning for chapter 1 boss
- Color corrected a sprite
Upcoming stuff
just a few screenshots for in development levels/enemies/NPCS
- Small Level
- Overalls
That’s pretty much it for the updates as far as Spitfire goes. Still at work with the game, ironed out alot of issues with enemy coding, map creation, weapon variety and small bugs that passed through earlier bug fixing. As for the story stuff it had to wait, a tad too much of the content newly added was rougher around the edges than I would’ve liked. Hopefully the next update log isn’t 3 months away