ZerØ Chance of Escape

Threads about other remakes and ports.
TravisN
Efendi
Efendi
Posts: 9
Joined: November 18th, 2019, 9:32 am

Re: ZerØ Chance of Escape

Post by TravisN »

0.1.027
Guards now trigger switch tiles & loose tiles when walking over them.
Guards now die on touching spike tiles.
Spike tile spikes are no longer visible from the underside of the tile.
Hero jump range/obstruction detectors no longer trigger spike death.
Updated end goal gate model & animation. To do: Animate the hero entering the door...
Guard patrol points no longer block hero ledge detection.
Added Heath boosting pickup
Level 2 layout complete

Current bugs I'm working on:
• Guard shots go through the floor
• Guard laser sight not drawing accurately
• Transition from low block to idle needs to be quicker
• Transition to low block needs to be quicker
• Guard death parts go through the floor
• Guard occasionally blinks backward after being hit
• Tile grabable on level 2 hidden potion
• Hero not pushed back on being hit during combat
• Running into a dying guard should stop the hero running
• Speed up transition between idle jump to grab tile -> climb up
• Guards can be cheesed by backing up a bit and attacking (Guard will run into the attack)
• Guards falling off tiles wont stop fixing rotation to patrol points
• Level 1 health pickup room gap in background
• Loading screen doesn't hide level 2 graphic during load
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