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.

post-compo

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