Infiltrator post-compo edition in progress
Since there was such a good response to my LD#18 entry entitled Infiltrator, I’ve been working on-and-off on a post-compo edition. It’s nearly done.

A list of what I have done so far can be found by clicking “read more.” (For now, just a raw dump of my changelog summaries. I’ll put together a more complete list of what’s new once I am done.)
- Implemented running (use SHIFT)
- Implemented sound and oneway flags for triggers
- Added beeping sound effects for timer counter
- Reworked munitions dump level
- Added background tile layer
- Added transparent shadows
- Added smoother level transitions
- Added full level save-state recording (well, most)
- Clarified “neutral” enemies (which are now in same clan as player)
- Mines now leave scorchmarks
- Fixed player HUD being overlapped by game objects
- Redid level triggers so a desc can be given at same time
- Further fleshing out tutorial level (added explanation for continue pads)
- Added resume game function, which uses a Flash cookie to store all level states
- Added ability to save/continue game
- Added new large explosion for mines/rockets
- Soldiers now leave dead bodies (which can be thrown by large explosions)
- Soldier pathfinding fully in place
- Soldiers can now patrol along pre-defined routes
- Holes dynamically added/removed from Astar nodegraph
- Added Pathfind testing level
- Added ability for troops to return to original spawn point via pathfinding
- Implemented Astar pathfinding
- Added continue points in levels
- Redid door/sensor tiles
- HUGE performance increase in enemy rendering: Only re-generating sight-cones when changed
- Levels are now loaded from XML files and no longer hard-coded
- Added must-kill-enemy flag to doors
- Expanded intro level to teach about must-kill-enemy doors and mines
- Slightly improved the tile artwork