Controls: WASD to move Click to attack E to throw weapons Q to look further R to restart level Press 9 for developer mode options To-do List in No Particular Order: ============================================= E̶l̶i̶m̶i̶n̶a̶t̶e̶ ̶w̶a̶l̶l̶s̶ ̶d̶e̶l̶a̶y̶.̶ Let the player use the club. Add blood and other particles. Make running animations play for Russians. Give Russians Cboxes to stop phasing through walls. Let Russians swing weapons and kill the player. Add working death costumes for the player. A̶d̶d̶ ̶i̶n̶t̶e̶r̶a̶c̶t̶i̶v̶e̶ ̶e̶x̶e̶c̶u̶t̶i̶o̶n̶ ̶a̶n̶i̶m̶a̶t̶i̶o̶n̶s̶ ̶t̶o̶ ̶R̶u̶s̶s̶i̶a̶n̶s̶ ̶(̶i̶f̶ ̶t̶o̶u̶c̶h̶i̶n̶g̶ ̶P̶l̶a̶y̶e̶r̶ ̶a̶n̶d̶ ̶s̶p̶a̶c̶e̶ ̶d̶o̶w̶n̶,̶ ̶t̶e̶l̶e̶p̶o̶r̶t̶ ̶t̶o̶ ̶c̶l̶o̶n̶e̶ ̶x̶ ̶c̶l̶o̶n̶e̶ ̶y̶,̶ ̶i̶n̶i̶t̶i̶a̶t̶e̶ ̶e̶x̶e̶c̶u̶t̶i̶o̶n̶ ̶a̶n̶i̶m̶a̶t̶i̶o̶n̶)̶.̶ M̶a̶k̶e̶ ̶R̶u̶s̶s̶i̶a̶n̶s̶ ̶ ̶d̶r̶o̶p̶ ̶w̶e̶a̶p̶o̶n̶s̶ ̶w̶h̶e̶n̶ ̶s̶t̶u̶n̶n̶e̶d̶.̶ A̶d̶d̶ ̶R̶u̶s̶s̶i̶a̶n̶ ̶d̶e̶a̶t̶h̶ ̶c̶o̶s̶t̶u̶m̶e̶s̶.̶ M̶a̶k̶e̶ ̶T̶o̶n̶y̶ ̶m̶a̶s̶k̶ ̶f̶u̶n̶c̶t̶i̶o̶n̶a̶l̶.̶ M̶a̶k̶e̶ ̶e̶n̶e̶m̶i̶e̶s̶ ̶s̶i̶t̶ ̶i̶f̶ ̶t̶o̶u̶c̶h̶i̶n̶g̶ ̶a̶ ̶w̶a̶l̶l̶ ̶w̶h̶e̶n̶ ̶s̶t̶u̶n̶n̶e̶d̶.̶ M̶a̶k̶e̶ ̶R̶u̶s̶s̶i̶a̶n̶s̶ ̶h̶i̶t̶ ̶b̶y̶ ̶t̶h̶r̶o̶w̶n̶ ̶w̶e̶a̶p̶o̶n̶s̶ ̶g̶e̶t̶ ̶s̶t̶u̶n̶n̶e̶d̶.̶ Add a pretty map (from HLM2 level creator perhaps). Add scrolling color background that flashes red when you kill an enemy. Add failsafe when enemy floats off a wall from sitting code. Make objects rotate with the map tilt ============================================= Stuff on the backburner: ============================================= M̶a̶k̶e̶ ̶t̶h̶r̶o̶w̶n̶ ̶i̶t̶e̶m̶s̶ ̶r̶i̶c̶o̶c̶h̶e̶t̶ ̶r̶e̶a̶l̶i̶s̶t̶i̶c̶a̶l̶l̶y̶.̶ Add more weapons. Add gun Russians. Make Russians walk back and forth when idle. Let off screen Russians be hit by thrown weapons. ============================================= Log: 0.1 =============================================Early debugging stage. Improved movement system and collisions, courtesy of ShiftClickLearn. Enemy AI now goes to the area you were last spotted after becoming neutral. Walls have proper collisions (for the player). Walls and map now keep their proper coordinates, even after leaving the map. ============================================= 0.2 ============================================= Enemies without a weapon will now walk away when you get near them. Once you're far enough away, though, they'll pathfind to the nearest weapon. Enemies now have swinging animations, but not walking. Fixed a bug where enemies wouldn't render correctly when executing. Added camera panning (very cool!) Fixed a bug where "ghost items" would be dropped by enemies and would not change the player's weapon id upon collection. Fixed a bug where enemies would spawn without AI. Fixed a bug where enemy and weapon rendering was delayed. HUGE BREAKTHROUGH! I managed to get everything to render correctly according to map tilt and it looks so cool! I did realize that some people might not like the mouse offset, however, so I added tilt intensity as an option in the developer menu. This will eventually be put into a dedicated menu for customization options. Added camera smoothing. Fixed a bug where enemies and items wouldn't render when tilt value was too high. Player X and Y values are now rounded to attempt to reduce wall phasing and speed up calculation times. The player now uses a circle collision box to reduce wall phasing and visual jitter when walking into corners. Enemies can now kill the player and the level can be restarted with R. Enemies can now pick up dropped weapons. Fixed some tiny bugs like the camera glitching out when tilt is above a certain threshold. ============================================= 0.3 ============================================= Game is slightly more polished. Added a gui and menu screen with "working" buttons. Will add functionality like level select, save files, and gui options soon (replacement for devmenu). Made title prettier and made buttons mostly functional. Added control scheme hints. Fixed a small bug where sounds and animations for punches would play when player is dead.
PLAY ON TURBOWARP FOR SMOOTHER GRAPHICS: https://turbowarp.org/1284978918?interpolate Known Bugs ============================================= Enemies will sometimes go towards a place where a weapon used to be (thrown weapon) Enemies will sometimes float forever when downed into a wall. (possible solution: add 2 second failsafe) Enemies will pick up 2 weapons if they are touching both when sending the pickup broadcast. Player will sometimes play the punching animation after death when restarting. Report bugs you find in the comments! ============================================= Credits to: M.O.O.N. - music ShiftClickLearn - movement system Dennation Games and Devolver Digital - assets and sound FX wfl242 - line of sight script And many more people on the forums for helping me with very niche problems. (Necroposting is beneficial; if that one person hadn't replied to that one post from 5 years ago about my exact problem, this project wouldn't be possible). Feel free to remix this project and add new features/bug fixes/levels! I'll add more editor comments to help others understand the code better and will also try to create an intuitive way to add your own levels in the future.