pre-Alpha v0.5 - Patterns of Business Update!


Well well well, it's been long hasn't it? While this update took longer than expected, and especially for what is added, just know that in the back end, it's actually quite MASSIVE. But of course I am not here to convince you, you are the best judge here.

I am very much happy of how I figured out how to do patterns and even money, but you will notice the lack of range upgrades. Why is that? After testing a bit, the feature just didn't fit that much, and while I am not completely against some upgrades that alter vision, I think they are much better ways to implement it all later down the line, that said, let's move on to...

Big news

Quite a lot actually, and in the span of 2 months, it's hard for me to remember them all but here they are!

6 new Weapons !

 You now have 6 new weapons to play with, some with crazy behaviors, some with devastatingly good combos, and some who are straight up powerhouses! But don't think you will be the only one having fun with them, some weapons can now be held by enemies! 

Also, Circle who lacked a good starting weapon, now hold the Cosine Staff!

Talking about the staff, it introduces a whole new behavior...

Projectiles Patterns!

Projectiles can now follow certain patterns that makes them unique! Ok, I will admit that for now, cosine is the only pattern I made, but I made sure that adding new projectile patterns will be easy for me.

Money System!

Last month, I must have showed you this image, which was the start of the money system, adding money drops and a money counter, but now of course, I also had to add...

Buyable collectibles! Now I know, I said I will make anomaly rooms accessible but, I had a vision of what do do with them and I thus pushed it to a later update.

5 new Upgrades!

I know, only 5? I could have added more, and honestly maybe I should have, actually I planned way more upgrades that just didn't make it into the update because I just didn't focus on them hard enough. But trust me this 5 are all a good addition to this update and you'll grow to love them all.

And finally I also added reload bars above enemies and players. I felt like reloading wasn't clear enough so yeah. I am afraid they don't hide like the health bars do, but I just didn't feel like it was important since reloading is a temporary process.

Plans for the next update

I'll be honest, I am growing tired of how bad the game looks, I must say the more I develop the more I love the gameplay and everything I have done BUT, needless to say the game doesn't look great. Something about a lack of juice ? A lack of identity ? A lack of detail? I don't know but I know next update will be focused on that, making the game look better than it does now, maybe some shape animation ? Some better weapon feel and animation ? Some more shaders to sell some more effect? Some decoration in the rooms layout?! Expect anything, because all I know is I will make something different.

Along with this, I must say that I am satisfied with the upgrades and weapons so far so I don't plan on adding anything except things I planned but didn't finish on this update.

I am planning this also because, next month is December, which means holidays (and for me, midterms), so I can't guaranty how much time I work on the game, so something small yet complex like "making it feel good" is I think great for next month.

On that note I will see you all in the next 30 days, take care and have fun!

Heads up, the changelog might be inaccurate in some areas.

Changelog

Added:

  • Gatherables:
    • Small Money Star for 1$ (40% drop chance)
    • Health Prism for 20% health (35% drop chance)
    • Money Star for 5$ (20% drop chance)
    • Money Sun for 10$ (5% drop chance)
  • Upgrades:
    • Split Projectility
    • Healthy Buck
    • Gold Bar
    • Hit List
    • Cosine
  • Weapons:
    • Cosine Staff
    • Rocket Launcher
    • Crossbow (and medium circles can now spawn with them)
    • Sniper (and medium triangles can now spawn with them)
    • Sword
    • Laser Cannon
  • Reloading now shows a progress bar above the weapon to indicate how long the reload will take. If the reload time is below 0.08 seconds, the bar doesn't appear.
  • Weapon holds now a new class called Weapon Pattern, who uses functions to dictate how the bullet with move.
  • Collectibles can now be bought.

Changed:

  • Fixed issue where on enemy death would cause projectile upgrades to be counted twice.
  • Treasure room now use a different loot table and has more chance to give better items.
  • Fixed issue where pie would heal back the player on inventory reload.
  • Made levels even smaller (10->7 and 15->10)
  • Increased gatherable drop chance to 50% (30 -> 50%)
  • Fixed issue where get_rarity would ignore the parameter given, and only take casual loot table.
  • Reworked double barrel, it now doubles the pattern of the weapon, and if the weapon is patternless, it doubles the bullet output.
  • Reworked Law of Attraction, it now disconnects the projectile from it's pattern, homing into the first enemy it sees directly. 
  • Fixed shooting animation, it no longer lags behind after shooting.
  • Cooldown is no longer calculated when reloading, this buffes several weapons with short reload time.

Files

Cops and Shapes Windows.zip 43 MB
10 hours ago
Cops and Shapes Linux.zip 36 MB
10 hours ago
Cops and Shapes Web.zip Play in browser
10 hours ago

Get Cops & Shapes

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