v.1.10 so far


v.1.10

  • Finished porklike tutorial.
  • fixed LOS
  • added more sounds
  • fixed skin tone of V1p3R and LoRA to look more grey
  • changed LoRA’s special graphic to better reflect what it does (+ instead of o)
  • tweaked LoRA’s special mechanics
  • added hints to previously-installed scripts
  • added intro screen
  • added screen shake
  • began to worry about token counts
  • didn’t sleep
  • send help

v.1.9

  • massive update to graphics and sound
  • added damage to LoRA’s push attack if enemies collide with walls.

v.1.8.1

  • changed death stats to be an error code based on your stats in game.

v.1.8

  • added death stats
  • cleaned up a bit of code
  • started to panic as I hit 7,300 tokens

v.1.7.4 hotfix

  • fixed fog of war not updating when V1p3R dashes.

v.1.7.3 hotfix

  • fixed bug where enemies that popped out of bits/bytes are invisible.

v.1.7.2 hotfix

  • fixed full inventory that I’d accidentally left in while testing

v.1.7.1 hotfix

  • fixed bug where you could break the game by getting 7 items

v. 1.7

  • finished coding different programs that you can install in yourself and others.
  • changed end map to the boss room, notably empty of boss at present.

v. 1.6

  • add dash and repel abilities for V1p3R and LoRA respectively
  • define programs to install
  • create boss room
  • fixed intro tilte screen song

v.1.5

  • created a database of enemies and items
  • made enemies to populate each floor that get progressively harder
  • changed the tileset again after playing Tron 2.0 to figure out why the screen looked so loud

v.1.4

  • Made map tiles that went through several iterations before settling on a good aesthetic
  • added wall overlap on the top floor tile of each room
  • added decorations like wall lights, bad sectors, etc

v.1.3

  • cleaned up some of the code
  • added cyberspace entry point and basic win level (both to be severely updated)

v.1.2

  • decided on multiple endings and made plans for the mechanics required to achieve that
  • added door generation
  • added floor announcements and activated warp points

v.1.1

  • added procedural generation for rooms and hallways

v .1.0

  • made and updated throw functions
  • made a test map for you to try the mechanics out in

v.0.0.12

  • created stealth mechanic
  • fixed character select and music select stats

v.0.0.11

  • created “process” and “deploy” dummy functions

v.0.0.10

  • added stat buffs selectable through inventory
  • added character select menu
  • made full color label

v.0.0.9

  • created second character and implemented basic switching via code/variables
  • made menu screen graphics

v.0.0.8

  • added a menu
  • made user pic
  • started dreaming up second character to play as

v.0.0.7

  • added fog of war
  • fixed bugs where enemies didn’t visibly attack

v.0.0.6

  • fixed some bugs and optimized tokens

v.0.0.5

  • made custom game over “FLATLINE” screen
  • added better AI
  • made possible intro screen
  • updated/fixed palette shift function to have more reds/oranges
  • added printo carried over from PONY9000 for better outline text
  • enemies speak japanese because a simple “!” and “?” was too cute
  • added HP display, might fix later because I want the datacell to display, not mans

v.0.0.4

  • added mob functions and rewrote player as part of mob
  • learned that mob is short for mobility, not “a mob of enemies”
  • put in palette shift system for later
  • implemented better collision system to prevent OOB and hide behind enemies

v0.0.3

  • dynamic text boxes
  • made a lil security program guy

v0.0.2

  • created test map
  • learned about sprite flags and how they work for collisions and interactions
  • set different interactions with different objects, made a test text box

v0.0.1

  • made sprites
  • made turn-based movement that uses destinations that pull you to them (instead of pushing you based on button press duration)
  • animated main character. she dancin.
  • yeah, she.

Files

Cyberlike v.1.10.zip Play in browser
Mar 25, 2024

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