Snorms 2.0 changelog

Why is Snorms version 2.0 ? because of this huge changelog ^^

Changelog for Snorms 2.0:

  • Main changes
    • Added top view support: you can choose top view or isometric view on first launch (or by going into the options menu)
    • Added controller/gamepad support (disabled by default): it defaults to Xbox360 gamepad on Windows (I don’t know why, but axis 0/1 are inverted under Linux), but you can remap axis/buttons in the options. Playing with controllers is a bit different than keyboard/mouse, it’s almost like playing on Android devices.
    • Added achievements: there are 100 achievements such as finding other game references, betting some best time (speed run!), getting 100% completion,…
  • UI
    • Bigger font, bigger buttons
    • New font used, Bitstream Vera Sans Mono
    • Graphical UI elements have been rewrote (buttons, checkboxes,…)
    • Removed save selection screen, as it wasn’t used that much. It can easily been reintroduced later if asked
    • The on-screen weapon list will now display 3 weapons, previous/current/next ones
    • Added some zooming effects when picking up items
    • New end-of-level screen, inspired by doom
    • Some arrows around the screen will indicate if a monster is shooting outside view port
  • Gameplay
    • There are now 4 difficulty settings: easy (monsters are easier to fight, low level), normal, hard (more monsters, a little harder to fight), nightmare (to be unlocked, more monsters, a lot harder to fight, and some resurrect when player uses checkpoint)
    • Ammunitions system has been reviewed, it is no longer possible to buy ammos when outside a level. There are more ammos in level, they can be bought at any time when playing but they are more expensive (you should be able to play all episodes in normal difficulty without buying any ammo)
    • No more stamina, by default player will move quicker than before and reload quicker (keyboard: press ctrl key to move slower, gamepad: just use the stick, speed is proportional)
    • No more mini map, but you can buy a full map (with enemies listed, and other stats) while in game (press Escape or Tab key for menu), this map is a lot more accurate than old one
    • Shotgun is now available at the beginning, pistol is still present… somewhere ^^
    • Water will no longer kill player, it will remove some health and teleport him on the ground
    • The whole level is visible on screen, undiscovered areas are darker and items/monsters are not visible in them
    • Secret areas are now well hidden, check wall textures for clues
    • It is no longer needed to do manual jumps (areas where you had to jump have been removed), but manual jumps help avoiding bullets
    • Poison/lava will now slowly decrease life during a few seconds (impacts player and monsters)
    • Changing activated checkpoints will not cost more money
    • Score (level completion) is now a lot more important as it will give more money, best score will be displayed around the screens, and it will unlock some special achievements.
    • Completing some maps quickly will unlock some achievements (100% completion)
    • Lots of game/movie references have been spread around the levels
    • First seen monsters now have less health
  • Weapons
    • Player no longer has to update weapons parts, they are now linked to the weapon level, the weapon itself still needs to be upgraded
    • Double shotgun is more powerful, normal shotgun is less powerful
    • Uzi will now shoot a little quicker
    • Grenades are reloaded quicker, they do a little less damage
    • Mortar will now spread fire when exploding
    • Own weapons give a knockback effect
    • Max weapon level still depends on player level, but it is now easier to get low level weapons
  • Enemies
    • Missile turrets will now fire fragmentation missiles at high level (they are a lot slower than normal missiles)
    • New path-finding algorithm: corrects some bug and use less CPU, by default monsters will now more use path finding (if they can/are allowed to)
    • Spirit now has a lot more health, but it is also easier to aim
    • Final boss is now harder to fight
  • Graphical
    • Changed main character sprite, it is now a mecca
    • Changed graphical engine to libgdx: it corrects some random bug I had with previous library and helped me with optimizations
    • Added support for custom resolutions (a popup will ask you the resolution) and all resolution changes (including fullscreen mode) are now done without restarting the game. If selected resolution is not supported in fullscreen mode, then the checkbox will just be disabled.
    • The game window is now resizable, it will change the display size, not stretch the game
    • Added border around items/enemies
    • Bullets now have their own sprite
  • Misc
    • Compatibility with previous version save file has been kept, but as a lot of changes occurred, it could be better to remove old save files and start a new one (just remove the files, $HOME/.config/snorms/saves under linux, %USERPROFILE%\.snorms\saves under Windows)
    • A lot of elements are now preloaded at startup/level start, in order to avoid lags during gameplay
    • Maps have been rewritten: removed some heights (as heights can be confusing in isometric view and top view), corrected some glitches, and added walls everywhere for consistency
    • Player can no longer jump on buttons, no more walking on the walls ^^
    • Glitches correction: too many to be listed
    • Performance boost, low end computer can now run Snorms isometric view, if it is still too slow then top-view is the answer (even an Android device can run top-view ^^)
    • It is not possible for player to go out of bounds anymore (invisible wall around the maps)
    • Internal map format has changed, it is now 2d (like doom maps for example), level editor is still 3d, so there might be some differences when editing or playing a map.

 

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