Releases: NotWoods/latch-on
Dev Build 2.8.0 - Now with death!
- Added health system to the game - when the player runs out of health, they are "killed" until pressing the respawn button. Respawn has been changed to a self-destruct when alive, and respawn only when dead.
- Added secret collectable to each level
- Added HUD with a health display
- Added death messages
- Tweaked rotation systems so the player no longer appears to float off the ground when dragged
- Updated player's animation system to properly show animations without delays
Dev Build 2.7.0 - New levels
Sorted out scene changes with EgoCS and enabled 3 new levels. The game starts with the first level; after completing them all, you are sent to the original gym area.
- Added 3 new levels
- Imported Teleporter and Laser
- Imported walk animation
- Imported parallax background
Internally the EgoCS library version has been updated, and code has been added to dynamically change the robot's color scheme.
Dev Build 2.6.0
In this release I've started to pull designs and features from v0 into the new codebase.
- Changed camera projection to perspective
- Replaced player model
- Replaced needle model
- Changed line renderer to use 3D models instead of a 2D line
- Tweaked hook trail effect
- Updated to newest Unity version
- Fixed grappling hook going through walls that shouldn't be hooked to
- Added button that zooms out the camera when held (LShift)
- Rope retracts quickly when moving straight up
- Added button to freeze the rope length (RightClick)
Internally components and systems have been reorganized and split apart. Some levels from v0 have been ported over, although not present in this build.
Dev Build 2.5.0
- Added animation of needle being thrown before it is launched
- Added trail to follow needle in mid-air
- Added particles when diving
Dev Build 2.4.0
- Added custom particle texture when swinging
- Added dive move (press S when in midair!)
- Fixed line renderer on mobile
Dev Build 2.3.0
Internally, the components and systems have been updated and have been made smaller.
Particles now appear when swinging at high speed. The wall jumping has also been modified - you must jump along two separate walls to go up, rather than just jumping vertically on a single wall. Alternatively, you can scale a single wall using the grappling hook.
Dev Build 2.2.0
Mostly polishing in this release. I fixed the Update() system, after discovering that I was calling Update() twice rather than calling FixedUpdate().
- Capped the falling speed
- Tweaked wrapping to better prevent rope getting stuck
- Moved some systems to FixedUpdate
- Tweaked movement values to make gameplay easier to control and a bit floatier
- Switched cursors to use Unity UI system
- Re-added the needle from v1, although it is now shorter
- Tweaked wall jumping to be more reliable, and changed behavior when scaling a wall with a rope
Also testing out animated needle throwing in a separate branch.
Dev Build 2.1.0
Adding a lot of new features to utilize the new movement system! Internally, a GameManager object now keeps track of the actors and camera.
Some of the additions were prematurely listed in the last changelog.
- Added pausing (Esc key). Will stop all action and ignore player input until unpaused.
- Re-enabled camera following
- Enabled collisions between Actors (aka Players and NPCs)
- Added wall sliding
- Added wall jumping
- Added the ability for the rope to unwrap.
- Preparing to add multiplayer in the future. To test, you can press F5 to spawn in an extra player who follows the same input as the original, like one of Mario's Double Cherry clones.
Also expanded the gym to test slopes and wall jumping.
Dev Build 2.0.0
Recent work has been focused around removing Box2D physics code (only using it for colliders and raycasts now). The rope system has been re-implemented with custom code and movement uses Prime31's CharacterController2D. Additionally, EgoCS has been used to set up and Entity-Component-System pattern in the code.
Some of the new features enabled by the rewrite:
- Slopes and other platforming features now work seamlessly
- You have some movement while swinging, such as grappling then jumping off the ground to get in the air.
- Components are easily inspected and Systems can be switched in and out inside the inspector.
Other features I added:
- New minimalist cursor that indicates when a platform is within range
- Lines can now wrap around objects rather than re-attaching, although they are currently sticky.
- Input for mouse/touch/controller where the input mode switches based off the last type used. Allows for the controller to aim the hook with the second joystick.
- Lines now use the Unity LineRenderer component after its change in Unity 5.5. Removes the need for custom code and makes bent lines much easier to render.
For now I've switched back to greyboxing for graphics.
Dev Build 1.1.0
Going to start uploading builds via GitHub releases.
The original prototype was version 0, so future releases will be 1+ in numbering due to the rewrite and redesign.