No Human Shall Pass

Version: Pre Alpha 0.0.4 - 21.04.24 - Stats

Dev Log

Pre Alpha 0.0.4 - 21.04.24 - Stats
  • User related feedback:
  • Easified Jump n Run for one path (the one with the building and the 4 layers on top of each other)
  • Increased damage of heavy MG (MG3000) from 20 to 25, decreased ammo of sniper (TL Badger ZeroOne) from 8 to 5
  • Level generation can no longer spawn the same tile twice in a row
  • Increased "player trigger" area of some enemies to detect the player more often
  • Reduced attack speed of t3 turret
  • Inspector enemy now fights back when he gets shot from distance
  • Added red screen pop up when player gets damaged
  • Expansions:
  • Added stats
  • Added stat overview when pressing tab
  • Added loading screen
  • Player can now double jump.
    (The idea of giving the player the possibility to jump twice was there since the beginning, I delayed the implementation because I wasn't sure if I should add this as a active item. The reason I decided now to add it as a separate feature is, that I feel like at the moment jumping through the world and dodging bullets is too clunky/difficult. If double jumping was only a selectable option, I feel like the user is forced to choose double jumping, because it is so much better than every other item. Using the double jump feels great, like this game was meant to have a double jump (it was also requested by testers), but with the previous features to the player and now this I feel like the enemies oppose only a little thread and the game to too easy. All of the enemies right now are encounters on the first, easier levels, but still, dodging is probably too easy. Maybe I should speed up the bullets and the timings of the enemies.)
  • Decreased jump height from 23 -> 20
  • Changed pushback from enemies. Player loses controlability and gets it slowly back over time.
  • Added ambush capsule
  • 5 more selectable weapons added
Pre Alpha 0.0.3 - 28.03.24 - Randomized level generation
  • Improved extraction point visual, decreased extraction point duration from 30-60s to 15-30s
  • Added entrance to the next level
  • Added a 5 level deep random level generation. Depending on level, size of the world gets increased
  • Added indestructable gates and a lever system
  • Reworked small (0.5m) explosion visuals
  • Added background images like clouds and buildings that slowly scroll by when moving
  • Adjusted player colliders slightly (made them smaller) to improve movement in narrow tunnels
  • Added a roaming inspector enemy
  • Added some idle robots
  • Fixed an error that appeared when damaging an extraction capsule during its spawn and decomposition time
  • Increased jump height slightly
  • Added collectible items (dog tag, power core, war log, blueprint, circuit board s, m, l)
Pre Alpha 0.0.2 - 28.02.24
  • Tester-feedback related modifications:
  • Added a "jump edge threshold" so jumping off edges is more forgiving.
  • Added a "jump was pressed threshold" so pressing jump a little too early still counts as jump.
  • Changed the physical way objects moved to improve collision detection -> Player can no longer get stuck under the ground.
  • Player controllability should have increased.
  • The enemy "crawler" now sustains less damage (100HP -> 50HP).
  • Added ticking sounds when there are less or equal than 10 seconds on the clock/score.
  • Improved the pushback from enemies.
  • Medikits cant be picked up if you are already at full health.
  • Added setting option for switching screen mode to windowed, full size, etc.
  • UI scales now relative to screen size.
  • Extensions:
  • Expanded city tilemap.
  • Build a new level because I destroyed the previous when importing new tilemap.
  • Fixed gaps between tiles that appeared sometimes.
  • Added extraction point. Beware, transmitting a signal might attract danger!
  • Created highscores save system. Only exiting via extraction counts as succesfully ending of the run. Progress gets deleted on updated game version.
  • Score menu now visible in main menu.
  • Added various scores.
  • 4 new guns selectable in the loadout screen with different properties
  • The 5 current weapons summarized:
  • RE 0815: All-rounder assault rifle with balanced stats
  • AAG23: Automatic shotgun with spreading projectiles and a smaller magazine
  • MG3000: Heavy machine gun with a lot of damage and huge magazine, but more recoil, lower accuracy and slower reload speed
  • 50-MS X: Fast shooting machine gun with less damage
  • TL Badger Zero-One: Rifle with immense damage but decreased fire rate and magazine
Pre Alpha 0.0.1 - 10.02.24
  • Some UI visibility optimizations, oriented on first build
  • Increased overall UI text size.
  • Added a UI color for more contrast, called "green". Selectable in settings.
  • Changed default FOV from 15 to 10 (if previous version was already played 15 might be saved).
Pre Alpha 0.0.0 - 08.02.24
  • First Build
  • Features basic components like main menu, ingame menu, settings and level 1 as a test level to play. For the future, levels should be random.