GunnRunner Alpha Changelog v 0.7.9.5 – People like Stats

Player

  • Fastfall can now be buffered out of hit stun
  • Can now buffer a grounded dash after falling from an airdash

Shell/UI

  • New “LS” & “RS” stick icons for gamepad
  • “cancel” and “confirm” changed to “back” and “continue” respectively
  • Level select screen visual improvements
  • “Press to Start” option added to settings
    • Allows player to start level at own discretion
  • Local world time added to world select
  • New “extras” option on main menu
    • Shows player and enemy stats

Levels

  • All levels can now be gilded (all objectives achieved at same time)
    • Gilded levels now have their own leaderboard

Various bug fixes and visual improvements

Custom Time Trials for GunnRunner Got Me Real Excited

Like other games in this genre, I had to create some kind of token/gold/coin object for GunnRunner. This object had to fit into the game’s continued design philosophy: quick-paced, ranged precision instead of melee/touch mechanics. I achieved all these things with the new Pylon object! Shooting it begins a count down timer. You must reach the exit before the pylon time runs out, or it will power down and you will have to re-shoot the object and try again.

 

The player can start the timer whenever they want by shooting it. Also, depending on how it is placed in the level builder, it can be shot from anywhere as long as player has line of sight with their weapon. This gives the player complete freedom to begin their run at their discretion and on their terms. Even after playing and designing levels for hundreds of hours, I came back to old levels finding that I had to play them completely different with these time trial pylons. It becomes a puzzle in itself trying to figure out where to begin the trial and, if there are more than one pylon to shoot, which pylon to start with.

I had to completely reroute levels to account for time taken to shoot the pylons. And sometimes, it was not even about overall speed! For some levels, you need to clear enemies and shoot all objectives first, then deal with the pylons after. But if you desire to achieve a golden gate (all-objective clear), that requires even more strategy. I would find myself retreading levels back and forth to create the optimal path.

It is so satisfying to design an object in your game that just fits. It fills every criteria I need and creates replayability.

I just had to talk about these pylons! Go out and design something that makes you feel this good. Even if it is something as simple as this.

GunnRunner Alpha Changelog v 0.7.8 – Rewards, Time Trials, Results

Player

  • Dash can now be buffered before hitting the ground for an immediate no impact dash

Level Editor

  • Pylons have been added
    • Press “<“, “>”, or “m” on keyboard, or use the dpad on gamepad to adjust the timing
  • Results screen show up in editor

Objects

  • NEW Pylon! It is an editor defined time trial
    • Shoot it to begin the timer
    • Reach the exit or a checkpoint to save the remaining time
    • Shoot multiple pylons to add remaining time with new time
    • Failing (not reaching the end gate or checkpoint before time up) will reset all pylons
    • Reach End gate with remaining time and all pylons shot to achieve objective
  • Checkpoint now properly saves objectives, buttons, and pylon states

Shell/UI

  • Completed levels shows a pole on level select
  • Completed objectives like poke and passive will be attached as flags on the pole
  • Times are now only recorded in seconds
  • End of each level now shows a results screen
    • Frames: Total frames from player start to end gate touch
    • Speed efficiency: percentage of official time spent in a dash or fastfall
    • Input: Any movement or gun input
  • Changed “quit” to “exit game” in menus

Enemies

  • Edge Enemy laser hurtbox reduced
    • Time of quick rotation when locked on player also reduced

Levels

  • Pylons added to every level in Novice and Competent

Various bug fixes and visual improvements.

GunnRunner Alpha Changelog v0.7.5 – Control Customization & New Stuff

Player

  • Added a 1 Frame turn around animation when on ground
  • Easier to dash/jump into or over small gaps

Level Editor

  • Directional Pad buttons now control object modifiers (was stick clicks)

Objects

  • NEW blocker object
    • Shoot to expand as a wall object
  • Reduced size of Gate bounding box for world select and level gates

Shell/UI

  • Background generation now follows the view around
  • Keyboard and Gamepad controls can now be remapped in settings
  • New toggles in settings
    • Submit times
    • Show leaderboard
    • Generate clouds
    • Generate background
    • Pixel scaling (1x – 3x)

Enemies

  • Heavy enemy is not a vertical mover with a standbox
  • Reduced hitbox size of Fly enemy
  • Reduced hitbox size of Crawl enemy
  • Reduced hitbox size of Basic enemy
  • Basic enemy now falls if there is no floor below it

Levels

  • Some levels moved to new difficulties
  • Current levels with Heavy enemy reworked
  • 9 New levels

Various bug fixes and visual improvements.

GunnRunner Alpha Changelog 0.7.2 – Levels and Quality of Life

Focused on small QoL changes to prepare for Playthrough 2019. Find our booth at the Raleigh Convention Center March 30th – 31st.

Playthrough logo

Changes to GunnRunner

  • Dashing into small areas and over gaps is easier.
  • Collisions with the Basic enemy are more consistent and should result in less unfair deaths.
  • Proficient difficulty levels opened and 7 new levels added.
    • Difficulty adjusted for various levels
  • Player starting direction can now be modified in editor
    • Facing direction applied to appropriate levels in current worlds
  • Fly enemy pellets should communicate their effective range better.
    • Range of pellets have also been reduced
  • Crawl enemy mines have a small delay before becoming deadly
  • Player can no longer dash into enemies with shields to destroy them
    • This mechanic was never used and only confused most players

GunnRunner Alpha Changelog v0.7 – Leaderboads, More Levels, and Content Galore

GunnRunner Gif

Player

  • Shield level visualization is now in the avatar’s face mask
  • Improved visualization for fast-falling and fast-dashing
  • Gun overheat visualized in avatar hands
  • Dash activation visualized in avatar legs
  • Must now dash into enemies to Shield-bash
  • Player will no longer accelerate passed a maximum fall speed
  • Bullets now have pixel perfect collision
  • Sword damage is now consistent

Level Editor

  • Pressing T will toggle controls overlay
  • Checkpoints and Buttons now save properly
  • Two-way platforms can now be placed
  • “Delete all objects” button added (found in the change grid tool)
  • Levels can be deleted from the load screen
  • Last Played and Last Deleted levels are automatically saved for convenience
  • Tool buttons now highlight when selected
  • Visualization for cut/copy
  • Player can now pan view by moving cursor to window edge
  • View pan now has¬†acceleration

Objects

  • New doorway and button toggle
    • Doorway will destroy both Player and Enemies if it closes on them
    • Doorway blocks enemy bullets
    • Doorway can be sliced open with sword
  • New bullet redirector
    • Can redirect¬† player and enemy shots
  • New Phaser
    • Players can shoot through it, but not move through it
    • Enemies can move through them

Shell/UI

  • Each level now has two optional objectives
    • Passive: Complete level with no enemies damaged or destroyed directly by the player
    • Poke: Complete level with no shield pokes
  • Leaderboard saving is now active for every level
    • Will save automatically update on level completion (if record made)
    • View top 15 on level select screen

Enemies

  • New bullet art and patterns for all enemies
  • New EDGE enemy
  • New RAILER enemy
  • Basic Enemy can now be stood on
  • Fly enemy now shoots in 4 diagonal directions (up from 2)
  • Sitting under Fly enemy no longer stops it from shooting
  • Heavy enemy moves continuously

Levels

  • All levels reworked
  • 29 New levels

Various bug fixes and visual improvements.

Site Upgrade

I am sure many were worried when you saw the site go down for about an hour. Fret not! I simply upgraded my hosting plan. This came with a great deal of benefits!

Unfortunately, older posts have been lost. Luckily, most of the posts were boring change logs. Do not worry, there are more to come.