Devbuild v0.7.0


It's almost release time! I am still working away at finishing and polishing what I can. I do want to put it out there that if I feel the game needs just a tad bit more work it may be delayed from the 26th to maybe the 28th. I don't want to postpone any eager buddies ready to jump in asap for too long. Overall it's shaping up to be a bigger project that I thought haha, I'm working my butt off for a smooth release.

anyhow! back to work for me, my next post should be the big 1.0 or if delayed maybe one more devbuild before it.

Thanks again all whom have shown interest! I am looking forward to what you all think!

  • new enemy sprite & functionality finished
  • fixed a major bug with enemy destruction and off screen persistence causing a buildup of nodes over time
  • finished a large hangar sprite with separate decoration sprites to go along with it
  • new cut-scene manager
  • first "cut-scene" created, for level start
  • new utility functions in main script
  • all remaining pilots portraits drawn & animated
  • all pilot portraits added to game
  • fixed palette mix-up mistakes with portraits 01 & 02 plus pause menu
  • drastic changes to sprite folder structure
  • added fx folder
  • explosion & gibs drawn, animated, and imported!
  • all 5 remaining ship rolls are in!
  • tweaked bullet frequency
  • new "pop up" screens for text at the top of the screen
  • pause menu contents tossed and replaced with upgraded functions
  • dialog system overhaul x2 (lol *cries*)
  • ship select scene created, coded, and finished!
  • selected ship spawns at level start instead of default
  • added dialog to each member when you select their ship on ship select screen
  • added a roll cool down to prevent spamming (which makes you invincible)
  • it's raining modifiers
  • added experimental enemies
  • enemy03 finished
  • "hardpoints" finished [rotating turrets that can be added to enemies as extra fire power]
  • roll limit code tweaked to allow some ships multiple rolls before cooldown

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