Finished Sectors 2004 Aug - 2004 Sep - 2004 Oct - 2004 Nov - 2004 Dec - 2005 Jan - 2005 Feb - 2005 Mar - 2005 Apr - 2005 May - 2005 Jun - 2005 Jul - 2005 Aug - 2005 Sep - Sector 1, Sector 2 2005 Oct - 2005 Nov - 2005 Dec - 2006 Jan - Sector 3 2006 Feb - Sector 4 2006 Mar - Sector 5 2006 Apr - 2006 May - 2006 Jun - Sector 6 2006 Jul - Sector 7 2006 Aug - 2006 Sep - 2006 Oct - Sector 8 2006 Nov - Sector 9 2006 Dec - 2007 Jan - 2007 Feb - Sector X 2004 Mar - 2004 Apr - 2004 May - 2004 Jun - 2007 Jul - 2007 Aug - 2007 Sep - 2007 Oct - 2007 Nov - 2007 Dec - 2008 Jan - 2008 Feb - 2008 Mar - 2008 Apr - 2008 May - 2008 Jun - 2008 Jul - 2008 Aug - 2008 Sep - Released 1.0 and 1.1 2008 Oct - 2008 Nov - Released 1.2 2008 Dec - Released 1.3 2009 Jan - 2009 Feb - 2009 Mar - 2009 Apr - 2009 May - Released 1.4 2009 Jun - 2009 Jul - Released 1.5 2009 Aug - 2009 Sep - 2009 Oct - 2009 Nov - 2009 Dec - 2009 Jan - 2009 Feb - 2009 Mar - Released 1.6 Aug 2004 - Nov 2004 Made the basic physichs. Built Iji, Tasen Scout, Tasen Soldier, Tasen Commander and Tasen Elite in Blender and animated all using forward kinematics, imported all sprites. Implemented these enemies. Made the first 8 weapons (Shotgun, Machinegun, Rocket launcher, MPFB Devastator, Resonance detonator, Pulse cannon, Shocksplinter, Cyclic Fusion Ignition System). Drew all base sprites (projectiles, particles etc). Made the base for Sabot and Shakescreen, moving view. Upgraded the knockdown to allow for completely dynamic knockdown speeds, rather than only 7 variations. 10 Nov 2004 Background tiles, destructible glass windows with detailed physics. Started writing this logbook. 11 Nov 2004 Upgraded enemy AI - instant reaction when sighted, more realistic vision to the right and left, does not jut out of a ledge when standing on it. 12 Nov 2004 Began work on firing while running. Removed covers, they'll be replaced with new invention metas; destructibles that are children objects of the meta object, which can be walked on and destroyed by gunfire. To be used for crates, computer screens, lockers, etc. Finally fixed enemies and Iji stopping briefly when they hit the ceiling during knockdown. Fixed various physics. Doubled the efficiency of the bullet scripts. 14 Nov 2004 Fixed camera jumping while Iji hits the ceiling. Fixed various stats being initiated. Fixed Iji stopping momentarily while hitting ceiling when jumping. Made weapon pickups. 15 Nov 2004 Created 5 metas. Struggled for one hour because of Gamemaker's in-built variable "health". Need to make it so that enemies destroy metas when they fall on top of them (Iji does). 16 Nov 2004 Fixed problem where a shockball explosion hitting an enemy would make it permanently calm ("angry" became 2 when it should be 1 or 0). Tweaked metas. Enemies now fire rockets over low obstacles even when standing close to them. Enemies with melee attacks destroy metas blocking their way when they're angry. Created the jump and armor upgrades. 17 Nov 2004 Enemies now destroy metas when they fall on top of them (was simple to do). The CFIS weapon still lags extremely much; the problem is probably the colission lines. Fixed numerous things. Added locker and vertical glass pane metas. Doubled visionchecks. 18 Nov 2004 The CFIS's bottleneck was in the "move to contact" part of the trace. Remedied with a custom script to dramatically increase performance. 19 Nov 2004 Further increased the performance of the CFIS by halving its firing rate and doubling its power (which isn't noticable to the player and doesn't impact the gameplay notably). 10 Dec 2004 Came up with ideas for 8 new weapons accessed by pressing the weapon number twice. You have to hack the base weapons, if you posess a certain second one, to upgrade them. You can only do this at special places, and you need a certain crack skill depending on the weapon. Also came up with Extras for the main menu. 12 Dec 2004 Made text graphics, and weapon change code, for the 8 new weapons. Implemented weapon 9 (Buster gun), weapon 10 (Splintergun), weapon 11 (Spread rockets) and began work on weapon 12 (Nuke). Allowed for more debris, the user will be able to change the detail level. The additional weapons will be weapon 13 (Doublestrike), weapon 14 (Hyper pulse), weapon 15 (Plasma cannon), and weapon 16 (Velocithor V2-10). 17 Dec 2004 Finished graphics and effect for Nuke weapon. The HUD doesn't shake when the screen does. 19 Dec 2004 Tweaked Nuke graphics. Made weapons give you ammo when you pick them up. Fixed weapon selection loading times. Allowed for the user to turn off screen shaking. Toned down splinter's damage to metas. Made the Buster gun faster and allowed enemies to get hurt while the pain animation is playing. 20 Dec 2004 Finally rewrote Iji's firing function as a script. Implemented weapon 13 (Doublestrike) and weapon 14 (Hyper pulse). Altered the Nuke effect so the drawn effect follows Iji, not the camera. Nerfed Pulse cannon, but fixed enemies not taking damage from pulse while in pain. CFIS still lags with alot of debris around - the actual problem may be the bouncing debris (bouncing is supposedly a very demanding function to perform). 6 Jan 2005 Tweaked several things and wrote more planning text files. The only thing still causing lag in the game is the debris. 7 Jan 2005 Wrote a custom bounce script for the debris, it's believed to be *slightly* faster than regular bouncing, but not by much. The Machinegun and enemy Machinegun bullet scripts were tweaked even further and created a notable increase in speed. The CFIS still lags; will investigate what can be done. 14 Jan 2005 Main menu programming is complete, as is its graphics. Sound script added. Options added. Tons of stuff fixed. Weapon 15 (Plasma Cannon) implemented. 15 Jan 2005 Message reading system implemented. Try to find a way to simplify it for the input of the text. 16 Jan 2005 Fixed minor graphical Plasma Cannon bug. Made it so that enemies and Iji who hit a wall during knockdown have their speed reduced to 2. 17 Jan 2005 Tasen Soldiers can now duck incoming projectiles, if they see them coming. 20 Jan 2005 Frequency of ducking enemies depends on difficulty level. Implemented a line of text above the HUD that displays collected items, information etc. There's also an option for turning common item messages off. 21 Jan 2005 Began implementing Crack interface, and made crackable security doors. 22 Jan 2005 Continued implementing crack interface. Made enemies crackable. Enemies now react immediately to all threats. 26 Jan 2005 Fixed enemies not reacting instantly when Iji is seen on their right-hand side. Fixed nanoexplosion script. Scouts now nanoexplode when cracked. Completed crack interface. Fixed visioncheck objects being destroyed upon creation when lying down. 3 Feb 2005 Implemented Weapon 16 (Velocithor V2-10). Fixed small things. Optimized speed of the game, reducing potential lag. Explosive barrels implemented, as well as crackable security boxes. All cracked enemies now suffer a chance of being heavily damaged. 5 Feb 2005 Fixed glass windows not being as thick as they should. 16 Feb 2005 Ice nodes flicker less. Text logs produce a little message telling you to use them. Made customizable controls. 16 Mars 2005 Secondary weapon keys are now also customizable. 3 Apr 2005 Work on the game will slowly but safely start again. However, Gamemaker must be registered to add the MP3 music to the game, and possibly for SFX. All knockdown animations were shortened, as was the jump animation. Reload time of Rocket launcher and Spread rockets lengthened. Stair objects taken out of the game completely and replaced with the regular blocks. All of the Iji object's code has been completely converted to GML code. Fixed various things. Fixed major ducking bug. Most of Iji's personal info are no longer global, because they didn't need to be. Enemies are being turned into GML. Teleporters implemented. 4 Apr 2005 Tasen Scout converted to GML. Tasen Soldier converted to GML. Tasen Commander converted to GML. Tasen Elite converted to GML. Began total GML conversion. 5 Apr 2005 Total GML conversion complete. Fixed various stuff. Longer reload time of MPFB and Plasma cannon. 10 Apr 2005 Reload bar implemented. ------------------------------------- | ALPHA DEMO 1 RELEASED TO PUBLIC | ------------------------------------- 11 Apr 2005 SERIOUS PROBLEM: instance deactivation/activation code must be optimized. 14 Apr 2005 METHOD 2 (an activation/deactivation method), can handle 7000 objects on the working computer. Weapon 8 and 16 have been graphically downgraded, and weapon 16's efficiency was doubled, but they still cause lag under extreme conditions. 15 Apr 2005 Most of the chat/cutscenes have been completed. On one hand, Iji could be on her own, without a personality, and the player can gather what information is needed. On the other hand, Iji can have a personality and interact with Dan, leaving less room for interpretation of her character, but more room for story. The latter has been chosen. 17 Apr 2005 New, much better slopes. Invulnerability bug fixed (triggered by taking damage from armor drop while walking down the new type of slopes), easier than expected. 18 Apr 2005 Nanoweapon Station and Combining interface implemented. 19 Apr 2005 Failing to crack security boxes may cause them to break on Hard, and explode on Extreme. The chance is 1/4. Fixed a small weapon combining bug. 20 Apr 2005 Began working on METHOD 3. Similar to Method 2, but only executes every 8th step. A new kind of meta self-destruction was added, avoiding spontaneous self-destruct problems with stacked metas due to scrolling screen. METHOD 3 complete: it is vastly superior to METHOD 2. Able to handle 10000 objects with no slowdown, and estimatedly 50000 in total. The CFIS and Plasma cannon system with deactivation must be reworked, however. Enemies lose interest if they go outside the view far enough. Nanoexplosions and screen shaking will not happen when enemies die far outside the view. 21 Apr 2005 The borders of METHOD 3 have expanded, the theorethical maximum is now 30000 objects. No more than 30 enemies may ever be fought simultaneously. The maximum number of machinegunning enemies is now 4. 22 Apr 2005 Chat sequence system implemented. Plasma cannon adapted to METHOD 3's changes. The CFIS remains. Maximum knockdown speed lowered from 30 to 22. 24 Apr 2005 Added terminals - they will have individual code, some open doors, others are crackable, some start text logs. Idea of save station ditched; too difficult and complicated. The game can only be saved at the end of a level, and before bosses. The save files are stored in one file, a mere set of 6 strings. 25 Apr 2005 Began implementing save system. Each save consists of a string of 36 characters. Only five save slots now exist, the last option on the menu is to erase a file (not yet implemented). 26 Apr 2005 Began working on the clear screen (after clearing a Sector). Implemented counters (kills, damage, cracks, fails). 27 Apr 2005 Continued implementing clear screen, saving and counters. Fixed various things. The keymap is now saved and loaded correctly. Game files are saved correctly. They still don't show up on the menus and can't be loaded. 28 Apr 2005 Finished the saving part of the filesystem. Save files show up on the save/load screens. Options are also saved and loaded. The CFIS also still remains to be fixed. 29 Apr 2005 Finished game loading. Jump and Armor upgrades no longer boost additional stats (makes for more balanced game). 2 May 2005 Checksum implemented. The game can handle every possible situation of save altering attempts. Checksum is virtually impossible to either bypass or bruteforce. Restricted the movement of the camera more (preventing abuse of the AI). 3 May 2005 Sector numbers of the clear screen implemented. A small header for the loading screen, showing the name of the level, implemented. Implemented Weapon17. Began implementing turrets. 4 May 2005 Continued working on turrets. They can be destroyed by any weapon, and can have a wide variety of weapons. They can also be kicked from their poles, and kicked around or blown up when detached from the poles. 6 May 2005 Turrets are kicked when lying on the ground, when Iji walks over them. 13 May 2005 CFIS now fixed. 25 May 2005 Most animations fixed. The Kick, Fire and Use keys also scroll text messages. The Use key initiates cracking while Enter aborts. Aborting an ongoing cracking attempt counts as complete failure. Iji can now get up (after being knocked down) both while lying still, and during hitfloor animation. Iji can now duck while not fully risen, and rise while not fully ducked. Added effects on Shotgun and Machinegun. Iji's reach now extends into her body, so she can use things she stands directly inside of. 26 May 2005 All animations fixed. Better bullet/pellet hit on metas. Resonance detonator now behaves realistically (takes into account whether the enemy is left or right of Iji). 20 June 2005 The kick and fire keys can no longer scroll text (unnecessary and buggy). Enemies now have a 90% chance of dodging projectiles on Extreme rather than 100%. Fixed overflowing experience points not carrying over to the next level. 10 Aug 2005 Implemented elevators. Enemies cannot enter the elevator shaft (blocked by enemyblock objects). Added "specialtrigger" to the end of the savefile, which can handle three special triggers, such as the special Tasen Soldier in Sector 3 (letting her live affects a sidestory) and the remote-controlled Komato Annihilator Beta. 11 Aug 2005 You can now jump from an elevator when it's at its top, and duck on it while it's at its bottom. You now rise from a duck by releasing the Down key. Enemies now won't fire projectiles if you're too high or low compared to them (avoids enemies killing each other too much). 12 Aug 2005 Cracked enemies always drop their best possible ammunition pack, and some enemies drop even better ammunition than usual when cracked (Turrets drop ammo depending on their weapon). Turrets can now use Splintergun and Shocksplinter, and their name and security depends on the equipped weapon. Dead turrets only emit a finite amount of smoke. Special traits have begun being implemented. Failing to crack an enemy now angers it. Moved all cracking failures to a script. 13 Aug 2005 Fixed a cracking failure bug (aborting a crack subtracted 1 from global.cracks). Implemented all Special traits. 14 Aug 2005 Fixed a very difficult bug with Suppression conflicting with Cybernetic Endurance when your HP hit 0. Fixed ducking on the new slopes. 15 Aug 2005 Turrets can now use Plasma cannon. But it's very slow when a few are fired at once. Either find a way to increase efficiency dramatically, or make sure no more than three enemies armed with Plasma cannons ever use them. Update: The number of instances created at once is the main problem, they were cut them in half by doubling the size of two of the three plasma sprites. Now the game handles many simultaneous shots almost without any problems at all. The range of the Nuke has been decreased. Rockets now spread brown scrap when they explode. MPFB shots now cause particle effects when they explode. 16 Aug 2005 Divided the logs into separate scripts, to make sure they don't grow too large. Note on some old planned features: you won't be able to delete files, it's unnecessary. Dying at a boss will let you restart it. Writing own script for bouncing debris is unnecessary. Coding a system for simplifying the input of text would remove alot of freedom with writing them, so all text will have to be inserted into the game page by page. 21 Aug 2005 Fixed enemies landing at the edge of a cliff dropping down from it once they start walking. The maximum enemy speed is now 10 (and such large speeds will not be used). 24 Aug 2005 Updated tileset. Set a limit for the amount of smoke and debris generated by rockets. Elites now walk faster and charge rockets faster. Bug: when an enemy is sent flying and dies far off-screen, it instantly gets stuck in the air or ground. This makes no sense but must be fixed. 28 Aug 2005 The problem with enemies getting stuck in the air was due to a logical flaw in the visioncheck objects (they only checked if the enemy was angry or not). Fixed Iji twitching when hitting the ground after walking down a slope. 30 Aug 2005 Implemented death event. This will later be updated to allow Iji to respawn in a boss room. Changed Weapon 13 (Doublestrike) into Resonance reflector. This weapon is able to reflect mass-based projectiles (rockets, shocksplinter, splinters, MPFB crystals) and can also be used by enemies. Lowered the bit depth on the main screen, cutting off 210 kB of space (11% of current GMD size). Fixed bug with enemies not being able to walk up slopes to the right. Changed probability of enemies ducking projectiles from 0.3/0.6/0.9 to 0.2/0.5/0.8. 31 Aug 2005 Range of Nuke decreased further. 1 Sep 2005 Fixed turrets being hit by instant-hits while not being visible. Prevented Iji from firing a Nuke if she's too close to a Trigger. Cropped ammo pickup sprites. 3 Sep 2005 Cropped enemy swipe and kick projectile sprites. Fixed successful cracks counting as failures. Began implementing Sector 1. Fixed teleporters not being compatible with Method 3. 4 Sep 2005 Finished implementing Sector 1. Shortened range of Machinegun and fixed hit detection bug. 5 Sep 2005 Made it possible to change weapon while riding a lift. Made Scouts dumber. Fixed the crack failing once and for all. Added particles to the Resonance reflector when it reflects something. 7 Sep 2005 Began improving the Iji sprites further. 8 Sep 2005 Continued improving the Iji sprites: made the end of the shorts wider, fixed stray pixels. Made pushbutton animation shorter. 10 Sep 2005 Continued improving Iji sprites: made the ends of her shorts wider. 13 Sep 2005 Drew the tileset for Sector 2. Updated Iji's sprites further. Fixed enemies not being able to walk up slopes once and for all. Fixed bug with doing something while walking into a trigger in the same frame (ducking, kicking, using). 15 Sep 2005 Built the foundations of Sector 2 (no tiles or objects yet). 17 Sep 2005 Continued working on Sector 2. Made Scouts dumber. 18 Sep 2005 Continued working on Sector 2. Cut experience requirements for levels in half. 19 Sep 2005 Finished Sector 2. Made the hitbox of a rising Tasen Soldier taller. Implemented Sector 2's Terminals. Made Elite more prone to fire rockets and MPFB. 20 Sep 2005 Overflowing Health from a red nanofield refills all your armor. Fixed text when assimilating all kinds of Nanofields. Taking damage while cracking, or the object moving out of range, now counts as failure. Added clouds (background scenery). 21 Sep 2005 Made the bird counter and birds in Sector 2. 22 Sep 2005 Made the metas obj_leetbox and obj_screen break when you and enemies walk into them. Reload time of Shocksplinter lengthened. Made destructible walls in Sector 2. 23 Sep 2005 Fixed bug with enemy flying into the cieling when being knocked down while lying on a slope. Counted the number of lines in exported scripts, and used the Information button coupled with a word processor to count lines of code (around 12000). 25 Sep 2005 Updated the character "t" in all fonts. Implemented secondary weapon types for Tasen Soldier, Tasen Commander and Tasen Elite. 27 Sep 2005 Tweaked Sector 1 and 2. Added an introduction text since there won't be any cutscenes in Alpha demo 2 (October demo). Built a small Sector 3 to play around in, for the demo. 29 Sep 2005 Added Reaver easter egg to Sector 1. Preparations for Alpha demo 2 release are nearly done. Made the game save options and control configs when you load a game. 2 Oct 2005 Updated tilesets by adding faint color hues to the background scenery. 3 Oct 2005 Added time counter to the Sector Clear screen. ---------------------------------------------------- | ALPHA DEMO 2 (OCTOBER DEMO) RELEASED TO PUBLIC | ---------------------------------------------------- 9 Oct 2005 Fixed pausing activating all instances. Cut the tutorial texts down by one third. Added exit signs. 10 Oct 2005 Added color outlines to messages. 23 Oct 2005 Added the idea of character faces being shown during chat sequences. 14 Nov 2005 Began building Komato Trooper. Added motion effects on Iji's and Elites' kicks, and Commanders' swipes. Made doors destroyable with the Hyper pulse and screens + leetboxes destroyable with the CFIS (previously unnoticed bug). 15 Nov 2005 Enemies and Iji now bounce on vertical walls during knockdown. Problems remain with enemies that land on sloping floors, or land at high vertical speeds. Rewrote the scripts for Sector 8 and onward, allowing for two story branches. 7 Dec 2005 Considering upgrading the minimum requirements for the game to 32 MB video memory, to allow for more enemies, more chat sequence portraits and far superior tilesets with better outdoor backdrops and more overall variety. 8 Dec 2005 Rebuilt the end of Sector 2. Fixed problems with enemies and Iji bouncing on sloping floors. Dropped the idea of 32MB video memory for good. 11 Dec 2005 Tweaked Iji's animations, she now opens her mouth when hit and narrows her eyes while firing. Added airspark effects to make the shots from the Shotgun and Machinegun more visible. Made pickups impossible to get if they are redundant. Updated the savefile encryption. 23 Dec 2005 Changed "experience points" to "Nano". Enemies now warn each other of danger, making them notably more intelligent by warning their friends if they see Iji behind their backs. Name of savefile changed to "ijisave.sav". Started working Mia, Iji's little sister, into an optional sidestory. Finding all Mia chat triggers gives an extra ending scene. In Sector 9 and 10, the player must be on the "good path" for them to appear, as well. 24 Dec 2005 Continued working Mia into the story. 25 Dec 2005 Continued work on Komato Trooper, model and "basic" pose done. Made Iji duck as soon as she can when the down arrow key is pressed down. Changed the Tasen's color to purple; blue will be the Komatos' color. Implemented Mia's ribbons. 27 Dec 2005 Implemented ledge climbing for Iji, and made her climb animation. She can now climb ledges if she falls downward and pushes against them. Updated Sector 1 and 2 to take climbing into account. Made Iji automatically duck down when falling from a great height, making smoke puffs appear beneath her feet. Implemented Blits, a small invincible enemy that drains nano from its victims. It attacks Iji and any enemy that gets close. Updated the enemy subobject hierarchy; for example, Tasen Soldiers are enemy -> alliedenemy -> tasenenemy. This is to allow Tasen and Komato to target each other, and Blits to not target themselves. 28 Dec 2005 Gave Blits a max vertical speed. They now collide with vertical glass windows. Fixed Iji being able to climb into a vertical glass window. Made enemies who fire rockets take leetboxes and screens into account when deciding on firing a rocket. Enemies now run from Blits that attack them. Fixed turrets having no effect when flying through a glass window. Implemented the extremely well hid (but possible to find for hardcore players) entrance to the secret Sector Z. 4 Jan 2006 Finished building Sector Z. Added dusty blocks (Iji kicks up dust when walking and landing on them, and when jumping from them). 5 Jan 2006 Added all the objects to Sector Z. Fixed Iji being controllable at the start of a Sector. Made chat messages impossible to scroll for one second after their activation. Iji can now jump while in the motion of ducking, or rising from a ducking position. Made the Komato Trooper's fire and walking animations. 6 Jan 2006 Made the Komato Trooper's pain animation. Started implementing the Trooper's AI; it tries to get close, and won't fire the Pulse cannon until it does. 10 Jan 2006 Made the Komato Trooper's duck animation. Started implementing Tasen and Komato targeting each other; instead of targeting Iji, they target the ID of the instance that they saw, or which shot them. ALL enemy projectiles therefore have the ID of the enemy that fired it inscribed on them. Made enemies duck each other's projectiles. Made enemies not fire explosive projectiles if their target is too close. Made Tasen Elite kick more often. AI for enemies targeting each other is now complete, it was surprisingly easy. Implemented the Mapmaker, a debug tool which automatically draws a map of the entire Sector. It takes up to several minutes, but works. 11 Jan 2006 Made the Komato Trooper's knockdown, hitfloor and getup animations. Fixed Troopers making themselves angry at Iji when hitting themselves with splinter. Changed probability of enemies ducking projectiles from 0.2/0.5/0.8 to 0.2/0.4/0.7. Made doors thicker. 13 Jan 2006 Enemies now hunt down health pickups when not angry and while damaged, and absorb Nanofields when they bump into them. 14 Jan 2006 Enemies now never fire anything if their target is too high or low. 23 Jan 2006 Started working on tileset for Sector 3. 24 Jan 2006 Continued working on tileset for Sector 3. 25 Jan 2006 Continued working on tileset for Sector 3. 26 Jan 2006 Updated the graphical effects of the main menu. Continued working on tileset for Sector 3. 27 Jan 2006 Continued working on tileset for Sector 3. Heavily upgraded the clouds to make for a better-looking outdoor background, at the small cost of performance (the clouds have to be re-activated all the time). Implemented all chats and logs for Sector 3. Built Sector 3 and began tiling it. Implemented specialtrigger2 (the special Tasen Soldier). 28 Jan 2006 Continued tiling Sector 3 and started adding objects. Made Komato Trooper's death animation. 29 Jan 2006 Continued tiling Sector 3 and adding objects. The Sector is nearly complete. Fixed teleporters conflicting with METHOD 3. Made enemies take damage when you kick a turret at them. 31 Jan 2006 Experimented with METHOD 4, which makes active enemies deactivate themselves if they lie outside the boundaries, instead of deactivating all enemies, but Gamemaker crashes if an instance tries to deactivate itself. Seems like METHOD 3 is the ultimate deactivation method, which is bad news considering the occasional lag on the working computer. Made all relevant Cyborg stations in the Sector power down when you raise a stat to 10. Made Commanders not make the screen shake when hitting the floor outside view. Lowered the XP requirements from 5 XP per level to 4. WARNING: Teleporters may still occasionally malfunction! 1 Feb 2006 Made Komato Trooper's Hyper Pulse weapon. Fixed conflict between using a logbook/security crate and cracking an enemy. Made mission time not count while Iji is chatting. Added total mission time, in seconds, being saved in the savefile. Failing to crack a door with a Security of 2 or higher now has a chance of increasing its security, depending on the skill level (0.25/0.50/0.75). 2 Feb 2006 Made Iji earn kills for her own kills only. 3 Feb 2006 Made Tasenkind get knocked down properly by Komatokind's Hyper Pulse. 4 Feb 2006 Finished Sector 3's tileset. Finished Sector 3. Implemented Elite Krotera (boss) and everything about and around him, his boss stage is technically known as Sector 11, but is an extension of Sector 3. Fixed bright gamma carrying over from main menu. Turrets no longer award kills (they are not biological). Fixed various logs. 5 Feb 2006 Made special effects for when you defeat Krotera. Tweaked Krotera. Made Zelda1-style transitions between rooms and menus. Added hovering Tasen spaceships in the sky backdrop. Added retry option when you die; this way you can restart Sectors and boss Sectors easily, and without having to save (you can't save in boss Sectors anyway). Teleporters have now hopefully been fixed. 6 Feb 2006 Started working on the Tasen Shredder; started with building the model in Blender. ----------------------------------------------- | ALPHA DEMO 3 RELEASED TO SELECTED TESTERS | ----------------------------------------------- ----------------------------------------------- | ALPHA DEMO 2 HAS BEEN TAKEN DOWN | ----------------------------------------------- 7 Feb 2006 Continued working on Tasen Shredder. Iji should be able to fire her Nanogun from the Shredder rather easily, but how the actual movement system should be implemented is still unclear. 11 Feb 2006 Worked on the Tasen Shredder's movement system. Made the Empty, Basic and Basiciji animations. Started working the Shredder into the game itself. Iji can mount a Shredder, dismount it, fire weapons from it, and ram enemies, metas, doors and glass windows. A dismounted Shredder will also continue in the speed Iji left it with, running over objects as if Iji was riding it. However, the system to move up and down slopes must be entirely rebuilt due to objects not being able to move after colliding with anything. 12 Feb 2006 Thanks to new knowledge on how collisions with solid objects work, development on the Shredder can continue. Gamemaker automatically uses x=xprevious and y=yprevious when you collide with a solid object, so you have to take care of it manually in the endstep. The Shredder's physics are finally coming together. Started drawing Sector 4 on paper. 14 Feb 2006 Iji on Shredder can now be hit by enemy weapons, and the Shredder can be destroyed. Implemented the enemy Shredder and tweaked the physics. Iji's "geton" animation remains for the Shredder, being able to crack it, and the bobbing. Finished drawing Sector 4 on paper. 15 Feb 2006 Shredder can now be cracked. All weapons can now be fired well from the Shredder. Various tweaks. Damaged Shredders smoke. 16 Feb 2006 Shredder now bobs while Iji is riding it, with the aid of a hologram object. Began working on tileset for Sector 4. 17 Feb 2006 Continued working on tileset for Sector 4. 18 Feb 2006 Finished tileset for Sector 4. Built the base for Sector 4 (all the blocks). Inserted the chat and log texts for Sector 4. 19 Feb 2006 Inserted the doors, triggers and terminals into Sector 4. Began tiling Sector 4. Fixed transitions for Sector Z. 20 Feb 2006 Finished tiling Sector 4. 21 Feb 2006 Started adding objects to Sector 4. WARNING: The Sector now has the biggest lagspots in the game. 22 Feb 2006 Finished Sector 4. Fixed Iji glitching when jumping into a lamp. Made Cyborg stations display your current level when you upgrade instead of "+1". Made the geton animation for the Shredder and implemented it. Made the camera move smoothly. Made Shredders being hittable with turret heads. ----------------------------------------------- | ALPHA DEMO 4 RELEASED TO SELECTED TESTERS | ----------------------------------------------- 24 Feb 2006 Made teleporters work with the smooth scrolling. Picking up weapons now doesn't give any extra ammo. 26 Feb 2006 Made Komato Troopers' Pulse cannons only fire in bursts. Fixed jerky camera at the start of a Sector. Fixed pausing the game causing cloud break-up. Built Komato Berserker model. Made the Berserker's Basic animation. Lowered the Tasen Commander's hit points from 6 to 5. 27 Feb 2006 Fixed Elites and Elite Krotera giving +1 kill every time they were hit. The game is thus far possible to complete with zero kills - give some sort of reward for this in the end? 1 Mar 2006 Health pickups now recover only 1 HP on Hard and Extreme (2 with Advanced recovery). Modified Sector 4 to make escaping the Shredders easier without a Rocket launcher. 3 Mar 2006 Continued drawing Sector 5 on paper. 8 Mar 2006 Made Berserker's Fire, Fall, Walk and Pain animations. 12 Mar 2006 Made Berserker's Knockdown, Hitfloor and Getup animations. 14 Mar 2006 Post-processed the Berserker's animations. 15 Mar 2006 Placed Berserker's sprites into the game. Implemented Komato Berserkers. Fixed enemy Shocksplinter and Splinter not destroying metas. 16 Mar 2006 Made Berserkertriggers, which causes one to three Berserkers to teleport in. Iji can now kick the Soldiers off Shredders. 17 Mar 2006 Implemented Berserker's second weapon set to include the Plasma cannon. Made the enemy Plasma cannon able to hit Tasenkind. Fixed bug where riding a Shredder ignored Cybernetic Endurance and being hit by a Plasma cannon. 21 Mar 2006 Made tileset for Sector 5. Placed chats for Sector 5 into the game. Began building Sector 5. Added all solid blocks, filled in with blue tiles. Made the mockup/graphical guide for the endgame results screen. 22 Mar 2006 Filled in the outline tiles in Sector 5. Placed all objects there. Placed all logs into Sector 5. 23 Mar 2006 Tiled Sector 5. Added Komato ships in the background, fighting with the Tasen ships. A new record of building Sectors has been set; the tileset and Sector were created in three days. With the right motivation, no remaining Sector should have to take any longer to build. SERIOUS PROBLEM: The game drops to 20 FPS on the working computer in Sector 5. Not much can be done about this; the minimum specs have now risen from 850Mhz to 1Ghz or more. 24 Mar 2006 Added detail tiles to Sector 5. Finished Sector 5. 28 Mar 2006 Made one poster image for each of the first five Sectors. 30 Mar 2006 Built Komato Assassin model in Blender. Fixed being able to re-select an already selected weapon. 1 Apr 2006 Made the Komato Assassin's Basic, Nod, Pose1, Pose1fire, Pose2 and Downstab animations. Fixed the following bug: when an enemy sees Iji, then targets another enemy and kills it, it forgets about Iji. 3 Apr 2006 Finished writing the last cutscene. 4 Apr 2006 Made the Komato Assassin's Uppercut animation. Put all current Assassin sprites into the game. Began implementing the Assassin; made the Pose1, Pose2, Downstab and Uppercut attacks. Fixed bug with enemy plasma traces not being able to hit Iji when she's standing too close to a wall. 5 Apr 2006 Made the Komato Assassin's Backstab animation. Implemented the Backstab attack. Made the Assassin react to (collide with) weaponry. Shortened the tutorial logs further. Made Assassin crackable. BUG: The Assassin mass-teleports on Sabot when invisible. 6 Apr 2006 Continued working on the Assassin. Fixed bug with mass-teleporting. Made the Assassin's Upslash animation. Implemented Upslash, Throwing laser daggers and Fake attack. The basic Assassin is done; began implementing Assassin Asha. Built Sector 12. 8 Apr 2006 Finished implementing Assassin Asha. Fixed bug with turrets not destroying horizontal glass panes. 9 Apr 2006 Started making the "scientist room" in Sector 1, to better blend the opening cutscene with the in-game Sector 1. 10 Apr 2006 Tweaked all Sectors and some logs+chats. Finished the addition of the scientist room in Sector 1. Getting ready for releasing Demo 5. 11 Apr 2006 Fixed bug with lamp collision. Made it possible to instantly retry a Sector with F3. Finally removed the enemies' stuttering walking anmations. Drew the chat portraits for Dan and Iji and implemented them. Made Krotera's portraits. Made Asha's portraits. 12 Apr 2006 Added more portraits for Iji, tweaked what portraits are shown. Added faked background lighting in Sector 3, where there are windows. 13 Apr 2006 Drew Sector 6 on paper. Inserted the chats and logs for Sector 6 into the game. ----------------------------------------------- | ALPHA DEMO 5 RELEASED TO SELECTED TESTERS | ----------------------------------------------- 14 Apr 2006 Drew the tileset for Sector 6. 25 Apr 2006 Made the clouds appear behind the tiles in a better way (no need for a second layer). Built the base of Sector 6, filled in with blue. Drew all of the ten posters. 30 Apr 2005 You can now hold up to instantly go up a lift, just like you could instantly go down. Placed objects into Sector 6. Made some Assassins being wakeable by some doors. Increased Nano dropped by Troopers. Made Shredders able to be hit by enemy pulse. Made the Kick, Fire and Use keys let Iji rise when lying down. Fixed bug with reading the combined chat/message logbooks. 1 May 2006 Added tile outlines in Sector 6. 12 May 2006 Began tiling Sector 6. 13 May 2006 Continued tiling Sector 6. 22 May 2006 Continued tiling Sector 6. Background tiles done. 23 May 2006 Added detail tiles to Sector 6. Finished tiling Sector 6. Fixed Berserkers being able to spawn even after Asha was killed by a Plasma Cannon shot. 28 May 2006 Fixed some unfair places in the Sectors. Made terminals blink. Fixed bug with Krotera losing sight of you. Fixed bug with Asha ending sequence. Fixed logs disguised as terminals not giving you a different message when Iji walks by them. Made kicked turret heads destroy metas. 14 Jun 2006 Completed the bonus game, Hero 3D, and inserted it into the terminal in Sector 6. Hero 3D is drawn entirely with lines, has 32 levels, and takes 1/120th of the current Iji GMD size. Sector 6 complete. ---------------------------------------------------------------- | ALPHA DEMO 6 NOT RELEASED; WAIT UNTIL SECTOR 7 IS COMPLETE | ---------------------------------------------------------------- 27 Jun 2006 Made the weapon not switch back to the Shotgun when entering a boss room. 30 Jun 2006 Added an "appearing text" effect to the main menu. 3 Jul 2006 Built the Beast model. Added the "appearing text" effect to the clear menu. Enemies' orders now reroll when you start cracking them. Made the Beast's Basic, Walk and Run animations. All Beast animations done; when jumping, it uses a frame from the Run animation. 4 Jul 2006 Inserted the Beasts' animations into the game. Implemented Komato Beasts; they jump randomly, but can also jump to dodge projectiles. Fixed a bug in the knockdown of other enemies. Enhanced the text appearing effect in the menus. 5 Jul 2006 Drew Sector 7 on paper. 6 Jul 2006 Began working on the Sector 7 tileset. 7 Jul 2006 Continued working a little bit on Sector 7 tileset. Fixed extremely rare but serious bug that made enemies freeze in the air (caused by being hit by projectiles that made them angry while knocked down, which rerolled their orders). Further improved the text appearing effect in the menus. 8 Jul 2006 Improved the paper drawing of Sector 7, added some shortcuts. Added light coming in through windows in Sector 5. Made the sky in Sector 5 darker. Continued working on Sector 7 tileset. 9 Jul 2006 Continued working on Sector 7 tileset. 10 Jul 2006 Finished Sector 7 tileset. Made Shield doors explode into debris the correct way when using a Resonance detonator. Began building Sector 7. The game will perform a background swap when Iji heads up into the Komato ship to make the default background color match the ship. Iji can now crush metas by holding down in mid-air. 11 Jul 2006 Sector 7 built with blocks. Filled in with blank tiles. Added outline tiles. Placed chat texts for Sector 7 into the game. Lowered Beasts' armor from 500 to 200. Fixed bug where going deeper than 9000 pixels caused constant teleportation calculations due to code concerning Sector Z. 13 Jul 2006 Began placing objects into Sector 7. Made midair Nanofields float down to the floor. 14 Jul 2006 Continued adding objects to Sector 7. Made midair ammunition float down to the floor. Made the sky in Sector 7 brighter. Inserted the log texts of Sector 7 into the game. 16 Jul 2006 Began tiling Sector 7. Enemies now notice when other enemies die in their vicinity. Fixed Iji stuttering when holding down while landing (caused by remaking the solid block collision a while back, which switched around some priorities). Improved the tileset of Sector 6 by adding light shining into the dark terminal room and other details. 17 Jul 2006 Finished tiling the inside of Sector 7, outside detail tiles remain. 18 Jul 2006 Finished tiling Sector 7. Only the Phantom Hammer remains. WARNING: The Komato ship is unquestionably the largest lag spot in the game. There does not appear to be a logical reason for this. 19 Jul 2006 Drew the Phantom Hammer. Implemented the Phantom Hammer into Sector 7. Sector 7 complete. The lag inside the Komato ship was due to a strange bug in Gamemaker; when changing backgrounds in a Sector, load all of them in at the start of the Sector first, ot the game will slow down when displaying the non-default one. 20 Jul 2006 Updated the HUD graphics. Made Troopers randomly walk left or right when not firing instead of following you. Removed Commanders from Sector 7, they exceeded video memory. Lowered max kills, damage, cracks and fails from 9999 to 999; higher values than 1000 are impossible for kills and cracks, and improbable for the others. 22 Jul 2006 Added crackboxes to Sector 7. Updated various logs and chats. Added nanosparks, an electricity-like effect spawned by nanoexplosions. Drew the base for Sentinel Proxima. 23 Jul 2006 Finished drawing Sentinel Proxima. Began implemnting it and Sector 13. 24 Jul 2006 Continued implementing Sentinel Proxima; its combat AI remains. Halved the length of boss health bars; General Tor's will fill the screen's width. Tiled Sector 13. 25 Jul 2006 Began implementing Proxima's AI. 26 Jul 2006 Continued implementing Proxima's AI and arsenal. It has become fairly lethal, with enough of a mind of its own to seem somewhat intelligent. Implemented the electropads at the bottom of the arena. Komato Sentinel Proxima complete. 27 Jul 2006 Altered the chat and log scripts, so that the game reacts to a pacifist player. Note that a pacifist is not rewarded gameplaywise; it's up to the player to make the choice. (This means you could say I'm making it easier for those who use violence, but considering it's a war game I want to present the option, and prove that it's possible being a pacifist in such a grim setting - its difficulty is what gives it increased merit.) Made Proxima's chat portrait. Bug: the hud refuses to align itself to obj_shakescreen for no appearant reason. Fixed by adding a forcehud script. Proxima was way too easy when the player is heavily armed - halved the damage it took from explosives, to make it more important to electrocute it on the electropads - it's very hard to outlast on Extreme; the way it should be. Fixed empty Shredders awarding kills when running over enemies if you didn't dismount it yourself. 28 Jul 2006 Tweaked many things in the Sectors. Added boss names displayed over their health bars. Expanded the boss health bars to normal size again, and made Proxima's count double by using a second blue overlay. Fixed bug where Proxima wanted to go down into the floor when chasing Iji who was lying down. 29 Jul 2006 Updated the version of Hero3D in Iji. Updated Iji's sprites to make the hair look better. 30 Jul 2006 Made the action keys work as Enter in the clear menu. Made Proxima always charge after Iji after electrocuted, to reward players who activate both electropads at once and know how to use it. Fixed enemies not alerting their friends when getting shot at but only when seeing Iji. Fixed Shredders not being angered by Splinter or kicks. 31 Jul 2006 Animated some of the background "objects" in the Komato Ship in Sector 7. Fixed Proxima's Nuke and jumping into an active electropad leaving Iji with one HP left with Supression. When the variable "fatality" is activated, Supression and Cybernetic Endurance doesn't work, and Iji takes damage regardless of if she's already in pain. Lowered the vertical distance an enemy needs between its target to avoid firing a rocket. Made weapon pickups affected by gravity. Removed the wait time after Proxima's Rocket Hail attack. 4 Aug 2006 Added rain effect to the windows in Sector 1 and 6. The acid rain in Sector X will feel more natural this way. Added Proxima scattering smoking metal debris upon death. 5 Aug 2006 Updated Iji's jumping animation. Added fading gamma effect when going in and out of Sectors. Built in a failsafe mechanism in Proxima's AI so it can no longer get stuck trying to execute impossible orders. 6 Aug 2006 Added screen easter egg. Updated the picture of Iji on the Clear screen. Fixed bug where the game doesn't check the checksum when loading a game. Scetched the basics of Sector 8 on paper. 7 Aug 2006 Drew Sector 8 on paper. 8 Aug 2006 Began working on the Sector 8 tileset. Work on the Annihilator cannot begin yet, as the design scetch for the model is not available here. 9 Aug 2006 Continued working on Sector 8 tileset. Added yellow cords hanging out of the damaged Proxima. 10 Aug 2006 Continued working on Sector 8 tileset. 11 Sep 2006 Built Annihilator model. Its head consists of a helmet and a jaw, and is black inside the mouth. The sheer size of this model makes it important to give it very few animation frames, and to keep in mind that every detail will be visible in the renders. Created the idea of Nano Overload Mass, a pickup that grants Iji a random temporary effect. It is still uncertain if it's relatively easy to program the Annihilator's "destroy" move, which makes the Annihilator pick its opponent up by the throat and explode it with elecricity, killing it instantly. It would be even better if this could work on Iji as well, although she wouldn't take very much damage. 12 Sep 2006 Tweaked the Annihilator model. Continued working on Sector 8 tileset. 13 Sep 2006 Tweaked the Annihilator model. 16 Sep 2006 Made the Annihilator's Basic, Fire and Walk animations. Due to the model's size, it has to move 6 pixels every other step instead of 3 pixels every step, otherwise the slow animation rate causes the Annihilator to stagger. Hopefully this will not look too ugly once in the game. 17 Sep 2006 Made the Annihilator's Destroy animation. Touched up the Annihilator's Basic and Fire animations, and made the graphics for a Commander and Elite being Destroyed by the Annihilator. Due to the Annihilator's size, it will unfortunately push out at least one or two possible enemy types from the last three Sectors (the Annihilator uses 30% more graphics than an Elite). 18 Sep 2006 Made the graphics for Iji being Destroyed by the Annihilator. Touched up the Annihilator's Walk and Destroy animations. 19 Sep 2006 Began implementing the Annihilator. 20 Sep 2006 Continued implementing the Annihilator, made it able to Destroy Commanders and Elites. 21 Sep 2006 Continued implementing the Annihilator. Fixed a bug with Commanders not actually facing their opponents when angry. Enemies now sometimes instead stutter just after having killed all their rivals, though. 22 Sep 2006 Continued implementing Komato Annihilator. Fixed being able to load empty save files. Gave Berserkers a maximum distance to fire their Plasma cannon from. Fixed cracking a door in Sector 5 not updating the terminal used to open it. 25 Sep 2006 Made Annihilator able to destroy Iji, thereby finishing it. 26 Sep 2006 Fixed being able to go through the roof with a lift in Sector 7. 1 Oct 2006 Implemented eight Nano Overloads: Nanochaos, Nanospark, Nanovis, Nanoblast, Nanomirror, Nanolife, Nanorage and Nanoshield. Made Berserkers face Iji when they appear from Berserkertriggers. 2 Oct 2006 Fixed possibly being able to reach the Poster in Sector 6 with the Shocksplinter. 3 Oct 2006 Tweaked some small stuff. Fixed enemy Pulse cannon shots not getting destroyed when hitting Iji's Shredder. Fixed Nanoblast causing double explosions. ----------------------------------------------- | ALPHA DEMO 7 RELEASED TO SELECTED TESTERS | ----------------------------------------------- 4 Oct 2006 Fixed Iji being able to duck while on a Shredder. Rewrote the tutorial. Tweaked enemy AI. 11 Oct 2006 Extended the sides of Sector 12. Reduced Krotera's HP from 40 to 30 and made no Rocket turrets appear on Normal. 12 Oct 2006 Increased difficulty of Asha on all difficulties, and made all Assassins warp away with low retry time if Iji leaves their slashing range. Built the base for Sector 8 with blocks, filled in with blue tiles and made the tile outline. Implemented the Phantom Hammer shot event. 14 Oct 2006 Continued working on Sector 8, implementing the various triggers and chats. 15 Oct 2006 Tweaked small things in Sector 8. 16 Oct 2006 Began adding enemies, pickups and other objects to Sector 8. Added the "easter egg". 17 Oct 2006 Implemented the Trapmine in Sector 8, and the ambush event when waiting for the lift to power up. Made icons for the game and future releases up to 3.0. Inserted the logbooks into Sector 8. 21 Oct 2006 Added the detail tiles in Sector 8. Outline details remain. 22 Oct 2006 Finished tiling Sector 8. Fixed being able to pause while fading in and out of a Sector. Fixed small things in Sector 8. Built the Dan model and began animating the special in-game cutscene in Sector 8, where it will be used. 25 Oct 2006 Finished Dan's animation in sector 8. Implemented the in-game cutscene in Sector 8, only Dan's chat image remains. CRITICAL PROBLEM: The game is unable to handle all planned cutscene images. Sound effects and cutscene images may all have to be stored externally. 26 Oct 2006 Made Dan's portrait in Sector 8. Sector 8 complete. ---------------------------------------------------------------- | ALPHA DEMO 8 NOT RELEASED; WAIT UNTIL SECTOR X IS COMPLETE | ---------------------------------------------------------------- 29 Oct 2006 Began drawing Sector 9 on paper. 31 Oct 2006 Continued drawing Sector 9 on paper. 4 Nov 2006 Made walls eject Iji with a speed of 1 instead of 5 if she gets stuck, possibly fixing an extremely rare bug. Lowered Assassins' HP from 7 to 5. Made Proxima follow Iji more intelligently. Made it possible to see on the terminals triggering the Electropads if they are powered up or not. Fixed being able to trick Proxima into bypassing the Nuke and added another failsafe to its AI. Various small tweaks. Made the clear screen write "N/A" on cracks and fails on Sector 1. Made global.ignorestation affect logbooks as well, and displaying stats as numbers causes ignorestation. Dumped Komato Annihilator from video memory into regular memory, as only one of them is ever drawn, causing Sector 8 to go from very close to safe in the memory limit. Fixed many spelling mistakes. Halved the shortjumping height. Made it possible to see what cracked weapons you possess. Recoded the HUD by converting nearly all of the little objects into code. 5 Nov 2006 Updated Iji's running animation. Made enemies deal massive armor damage on contact instead of instant HP damage. Updated Assassin AI to take this into account. Implemented checkpoints that revive Iji once per Sector (not on Extreme). 6 Nov 2006 Made Proxima's charging Nuke brighten the screen slower, but faster during the last second. Fixed Assassin AI bug. Small fixes. 7 Nov 2006 Added a logbook to Sector 2 describing the Checkpoint. Continued drawing Sector 9 on paper. 8 Nov 2006 Continued drawing Sector 9 on paper. Replaced the sky tiles in Sector 3 with 128*128 tiles. Began optimizing the blue tiles in all Sectors. Tile-optimized Sector 1 and Sector 2. The current estimate is that this will save 1Mb of GMD size. 9 Nov 2006 Tile-optimized Sector 3. Continued drawing Sector 9 on paper. 10 Nov 2006 Tile-optimized Sector 4. 11 Nov 2006 Tile-optimized Sector 5, Sector 6 and Sector 7. 12 Nov 2006 Finished drawing Sector 9 on paper. Added crackboxes to Sector 8. 14 Nov 2006 Created the Sector 9 tileset. 15 Nov 2006 Fixed various crack failing messages. Fixed that a dying Assassin did not stop the cracking. Fixed Annihilator not staying angry after Destroying Iji. Implemented another Nano Overload (Nanoforge). 17 Nov 2006 Added code for parallax scrolling of the outside ships, houses and clouds. But in that order, they are incresingly tedious to place into the Sectors accurately, to the point of being so frustrating that it may never get done. 18 Nov 2006 Tile-optimized Sector 8. 1.12 Mb has been saved from tile-optimizing as expected. 19 Nov 2006 Began building the blocks for Sector 9. 20 Nov 2006 Finished building the blocks for Sector 9. Filled in with blue tiles. Made the tile outline. 25 Nov 2006 Placed objects into Sector 9. Added the events with the Assassin shooting into the elevator shaft, the Annihilator tearing down the walls and Iosa storming the Tasen base. The base turns dark, allowing weapons to light the screen up. 26 Nov 2006 Inserted the logbooks and chats into Sector 9. Implemented the bulkhead door, and the Soldier heading into the teleporter in the Tasen base. Fixed rockets not performing scr_outside. 27 Nov 2006 Added the ability to "milk" Scouts, Soldiers, Commanders, Troopers and Berserkers for Nano by repeatedly kicking them when they're dead, which takes skill and practice. You can milk up to 20 Nano from each enemy. 28 Nov 2006 Fixed the Resonance reflector not reflecting Komato rockets and Komato MPFB. Added small yellow spark from the Shotgun and Machinegun, like in Killman. 30 Nov 2006 Added the detail tiles and outline detail tiles to Sector 9. Implemented the electrical devices in Sector 9. Not counting what belongs to the boss room, Sector 9 is now complete. Made Iji kick up dust when landing on dusty blocks during knockdown. 1 Dec 2006 Tile-optimized Sector 9. 0.2 MB saved. 2 Dec 2006 CRITICAL ERROR: The GMD contains too much graphics for Gamemaker to handle. It is not possible to save or work on the GMD any longer - a lot of graphics must be dumped out of the GMD and load externally in runtime. 3 Dec 2006 Made bananas bounce on glass. Made ambush Assassin in Sector 9 not appear if you're already past her. Fixed strikeblock bug in Sector 8. Fixed Nuke problem. Fixed cracking an Annihilator before being Destroyed not ignoring the controls. Fixed getting stuck after using the Checkpoint in Sector 3. Made the topmost text (topmessage2) display the current Sector name on startup. 5 Dec 2006 It is possible to save the GMD without external graphics on a fast computer, and run it on a poor. Thus the graphics should be loaded externally while working on the game on this computer only. 7 Dec 2006 Dumped the Elite and Shredder graphics. 10 Dec 2006 Dumped the biggest Annihilator graphics. Made Iosa's sprites. Made the transition from Sector 9 to 14 and began implementing Iosa. Made terminals in Sector 9 shut down when used. 11 Dec 2006 Continued implementing Iosa. 6 Jan 2007 A new computer has been acquired. Continued implementing Iosa. Mostly finished Iosa; Iosa2 is next. 10 Jan 2007 Increased Iosa's HP to 400. Made her drop HP pickups when eletrocuted. Fixed time ticking while gameover. Made the Iosa2 model. Made Iosa2's Basic and Begin animations. Made the transition from Iosa to Iosa2. 11 Jan 2007 Made Iosa2's Spin and Overdrive animations. 12 Jan 2007 Made Iosa2's Walk, Swipe and Uppercut animations. 13 Jan 2007 Finished Iosa2's Uppercut animation. Made Iosa2's Stagger animation. Made Iosa's chat portraits. Made Dan's logbooks brown. 14 Jan 2007 Made Iosa2's Hitwall and Woozy animations. Began implementing Iosa2. Made most of Iosa2, except the death. 15 Jan 2007 Finished Iosa2. Continued implementing Iosa. 16 Jan 2007 Finished Iosa. Sector 14 complete. ---------------------------------------------------------------- | ALPHA DEMO 9 NOT RELEASED; WAIT UNTIL SECTOR X IS COMPLETE | ---------------------------------------------------------------- 18 Jan 2007 Tweaked Iosa2 to make her harder. Began implementing the Ultimortal difficulty. Fixed cracking a crackbox suceeding and failing at the same time. 19 Jan 2007 Tweaked small things. 20 Jan 2007 Tweaked small things. Made Iosa's Velocithor push Iji back into the wall. Rewrote the secret chat in Sector 4. 27 Jan 2007 Made certain lifts reset when using a Checkpoint. Made enemies notice Iji firing. Fixed Beasts dealing HP damage on contact when idle. 30 Jan 2007 Began working on the Sector X tileset. 31 Jan 2007 Implemented the "final secret". Put the new Extras menus in, though they're not functional (requires the next evolution of the save file). Continued working on the Sector X tileset. Made Krotera not explode when killed. Finally made Iji look in the direction of Krotera's head when he is killed. 3 Feb 2007 Finished Sector X tileset. 4 Feb 2007 Drew Sector X on paper. 5 Feb 2007 Built the blocks for Sector X and filled in with blue tiles. 7 Feb 2007 Divided the chat scripts into three parts and inserted the Sector X chats. 8 Feb 2007 Implemented Iji catching her breath in Sector X. Implemented Annihilator Beta. Made a separate sprite for the Resonance reflector, golden in color. Implemented Asha2, except for the gore and super-move. 9 Feb 2007 Implemented Asha2's super-move and gore, and the elecs. Fixed all Assassins being damageable when invisible. Asha2 done. Inserted the logbooks into Sector X. Created the Komato Skysmasher, a hovering turret that can also fire at leg-height - the original idea of Skysmashers being free-flying hovercraft would be game-breaking and pointless. Fixed turret security. 10 Feb 2007 Added smoke to Skysmashers. Made Bananas disappear when falling on a lift. Fixed turrets bouncing the way Iji is facing with the Hyper pulse and Resonance detonator. Made the Plasma cannon not leave trails outside the screen. Added black and white blankets in case screen_gamma wouldn't work. Made Turrets and Skysmashers damageable by Nanospark. Fixed the reload bar being affected by pen_size. Fixed Asha2's bossbar hiding behind the "Time to live" text on Ultimortal. Made a dedicated debug script for easier debug toggling. 11 Feb 2007 Made the Sector X rain. 12 Feb 2007 Placed objects into Sector X. 13 Feb 2007 Added outline tiles to Sector X. Began tiling Sector X. 14 Feb 2007 Finished tiling the inside of Sector X, and made detail tiles. Tile-optimized Sector X saving 0.21 Mb. With the exception of the upcoming sky background in the near-final lift, Sector X is complete. Fixed Annihilator firing Splintergun through wall. 16 Feb 2007 Coded the base for a "shape" object that contains a list of coordinates. The object is drawn as a polygon and can be fully rotated; only an angle needs to be supplied. The final boss is scheduled to be made up out of shapes. Avoid constructing the boss out of over 150 coordinates. 17 Feb 2007 Finished updating Iji's sprites with pockets. Made Iosa2 jump back if Iji is outside her range after an overdrive. Fixed small things. Added transparent duplicates during the Asha2 fight to confuse Iji. 19 Feb 2007 Iji can crack herself to reboot her Nanofield, losing everything plus three levels, and regain all her Points. This replaces the need for a single Sector warp. 2 Mar 2007 Began working on the General model. 6 Mar 2007 Finished the General model. 9 Mar 2007 Tweaked General model. 11 Mar 2007 Made lookup tables for shapes, making the sine and cosine functions faster. 12 Mar 2007 Converted the General into shapes. 15 Mar 2007 Began working on the General animation tool. 16 Mar 2007 Continued working on General animation tool. 17 Mar 2007 Continued working on General animation tool. Saving and loading remains. 18 Mar 2007 Completed the General animation tool. 25 Mar 2007 Made the General's Drawgun and Fire animations. 1 Apr 2007 Fixed being unable to break the door to the Sector X poster with the Shredder. Made the Banana gun drop when rebooting the Nanofield. Changed screen shaking from On/Off to Hi/Low. Fixed stations not resetting when rebooting the Nanofield. Added smoke coming from the debris of exploded turrets and barrels. Updated the barrel sprite. Made new rocket smoke. 6 Apr 2007 Made the General's Jump and Land animations. Inserted the General's final colors. 12 Apr 2007 Insterted logbooks and chats about Dan's suggested treason. Added long-lasting nanosparks when defeating bosses. 13 Apr 2007 Adjusted and added logbooks and chats. 14 Apr 2007 Adjusted logbooks and chats. Increased the Velocithor's damage and ammo drain. Changed Proxima's smoke charging effects. Fixed stations not resetting properly when rebooting. Made dialogues appear and disappear smoother. The game now tells you what keys select a weapon on pickup. Shells now smoke when coming out of an explosive Shotgun. 15 Apr 2007 Fixed Shredder-climbable part of Sector 4. Altered hitbox of birdies and thrown laser daggers. Made all terminals turn off when used. Lowered the damage inflicted on Sentinel Proxima on easier difficulty levels. Adjusted some door levels. Made Hyper pulse purple. Updated logbooks and chats. Tweaked ammo placement. Fixed boss rooms not resetting the stats properly. Made Iosa take less strike damage on harder difficulty levels. Made Hyper pulse purple and fixed enemies not using the proper Hyper pulse graphic. Fixed the use of cycles/turns/longturns/starturns and capitalizations in logs and chats. 17 Apr 2007 Updated the rocket smoke. 18 Apr 2007 Implemented an object that records the player's movement, and built a GMD that replays the recordings on top of Mapmaker maps. 22 April 2007 Made the General's Death animation. Implemented teching; press the Use key to tech from health-damaging attacks, reducing knockback or ignoring pain animations. 24 April 2007 Made the General's Stomp animation. All General animations done. Began implementing General Tor. 6 May 2007 Switched places of the Advanced Recovery and Suppression special traits. Assimilate no longer reduces knockback but increases ammo cap instead. Fixed timing to match Time To Live timing. Added some chats/logs. Fixed the shaft in Sector 9 due to the new Assimilate rules. Updated Game Over and Paused messages. Made an effect appear when saving to a file. Added little black bugs and dripping water as graphical details. Added new elecbombs to Asha's movelist. 7 May 2007 Continued implementing General Tor. 10 May 2007 Began drawing the background for Sector 15. 11 May 2007 Continued drawing the background for Sector 15. 12 May 2007 Finished drawing the background for Sector 15. Continued implementing General Tor. Fixed the Asha 2 fight so everything around is deactivated, making it run at full speed on slow computers. 15 May 2007 Implemented the General's Ragebomb weapon. 16 May 2007 Implemented the General's Tyrian claw weapon. Made Advanced recovery add one more hit point when assimilating red Nanofields instead of twice the usual amount. 18 May 2007 Drew the General's Ripper weapon sprites. 19 May 2007 Implemented the General's Ripper weapon. Made Iji knock herself down when firing the MPFB. Fixed Game Over in Sector 15. Modified the General's Heavy Stomp attack. Fixed Annihilators grabbing Iji through the floor. Added the sky backdrop in the Sector X lift. Added little numbers at the end of the stat display bars. 20 May 2007 Implemented the General's Arch devastator weapon. Implemented the General's Charge weapon, and the ability to summon the chargeballs to initiate the Phantom hammer. 21 May 2007 Implemented the General's Phantom hammer. Decreased hitbox size and screen shake of MPFB explosions. Lowered screen shaking in boss rooms. 22 May 2007 Tweaked the General's Phantom hammer weapon. Made the General's weapons thus far reflectable. Updated Sector 1. Reduced ducking time by 2 frames. Implemented the Permanent Resonance reflector, obtained in Sector X, which replaces the Resonance detonator. 23 May 2007 Implemented the General's Fractal rockets weapon. 24 May 2007 Updated the savefile to include support for posters and extras. Tweaked Sector 5 so it can't be beaten without getting the Jump pickup. Put all external graphics back into the game. 26 May 2007 Implemented the General's Nanostorm weapon. Made the General able to jump into the background (third tier weaponry). Implemented the General's Death hail weapon. 27 May 2007 Implemented the General's Eruption and Megamissile weapons, and tweaked some other weapons. 28 May 2007 Gave the General's Death hail and Eruption weapons three power levels, but they rise considerably faster than any other of the weapons. 30 May 2007 Implemented the General's Rage burst weapon and made the Megamissiles reflectable, though they deal no damage. 31 May 2007 Began working on the General's death sequence. 2 June 2007 Continued working on the General's death sequence. Fixed Iji's legs going through the floor when knocked down while lying down. 3 Jun 2007 Fixed a glitch in the savefile; it used real() on letters instead of ord(). Added location message objects that tell you the name of the current subarea in the Sector. Added location names in Sectors 1, 2, 3, 4 and X. Fixed a metric ton of bugs, misspellings and ammo balance issues. 5 Jun 2007 Added location names in Sectors 5, 6, 7, 8 and 9. Added a floor hatch in the Komato ship in Sector 7. Fixed turret security. 6 Jun 2007 Built the Generalbody model. Made the Basic, Drawgun, Lookup and Jump animations. 7 Jun 2007 Made Sector 16, the in-game intro cutscene to the General. The Sector X clear screen has been moved to after the General is defeated. Made the General's portraits. Added Tor's body in the General death sequence. General Tor complete. ----------------------------------- | ALPHA DEMO X NOT YET RELEASED | ----------------------------------- 9 Jun 2007 Fixed the General's Heavy stomp and Ultra shotgun attacks. Fixed stats not resetting correctly when entering boss rooms. Fixed bug in teching where it wouldn't switch sprites if Iji was too close to the ceiling. 10 Jun 2007 Rewrote chats and cutscenes so Dan is now Iji's brother. 11 Jun 2007 Added pause screen effects. Removed Asha's throwing laser daggers and nerfed his laser dagger super-attack. Played through the game to rebalance ammo. 12 Jun 2007 Added more XP so the fastest way to beat Sector 5 is actually useful in a full speedrun. Fixed enemies' buggy health scouring AI. Possibly fixed Iji's awkward edge collision (needs extensive testing). Implemented a timer for the speedrunning player, and an option for it. Made the endgame screen and its ability to unlock stuff, but without the endgame pictures. 13 Jun 2007 Fixed small things. 14 Jun 2007 Fixed many small things. Added the cutscene room with short text descriptions of all the cutscenes, and the technicalities of going to and from the cutscene room. 19 Jun 2007 Began working on sfx. 20 Jun 2007 Worked on sfx. 21 Jun 2007 Began remaking the first three parts of Sector Z. 22 Jun 2007 Continued working on Sector Z. 23 Jun 2007 Finished Sector Z. Added another short cutscene after Sector 4. 24 Jun 2007 Worked on sfx. Fixed bug where faling to crack an enemy would make it angry, then quickly calm. 25 Jun 2007 Added music to Sector Z, using a simple homemade sound tracker, though the music slows down if the game does. Fixed all floating pickups jittering when close to ground. 26 Jun 2007 Added better clues on finding Sector Z, unlocking the "final secret" terminal, and a logbook detailing Tasen expeditions to Sector Z. You no longer gain free Health when upgrading the Health stat, to avoid the player abusing Rebooting. 27 Jun 2007 Fixed many things. Added a totals display to the Sector clear screen. 28 Jun 2007 Began working on Iji's secondary outfit. 29 Jun 2007 Worked on sfx. Made all floating pickups turn off their collision checks when a block is underneath, improving performance. The electropads by Proxima and Iosa are no longer instant-kill, but deal enormous damage. Proxima's Splintergun now follows Iji, so that it's no longer worthless. 30 Jun 2007 Continued working on Iji's secondary outfit. 1 Jul 2007 Finished Iji's secondary outfit. Fixed Iji's normal Shredder animations not having the pockets. 2 Jul 2007 Fixed the General's Megamissile depths. Added an Endgame log output. 3 Jul 2007 Worked on SFX. Added a screen breaking effect when dying. 4 Jul 2007 Worked on SFX. Fixed bug where Cybernetic Endurance didn't take into account that you could be knocked down harmlessly, which made the MPFB able to deal 9 damage to yourself. Fixed the Nuke not going around Cybernetic Endurance. 10 Jul 2007 Implemented the menu system for the Extras, and the ability to select the alternate outfit. Made the game jump to the main menu when resetting, instead of rebooting the game - this has the potential to cause a lot of serious bugs and must be tested extensively. This way local settings like the alternate outfit will remain when restarting the game, though. 11 Jul 2007 Implemented the unlockable Weapon information and Enemy information, but they still need pictures to accompany the info. 12 Jul 2007 Added images to the Enemy information unlockable. Fixed the Weapon info and Enemy info texts. Made Proxima burst in through the ceiling, dropped from the Phantom Reaver above. Implemented the Hero 3D unlockable. 13 Jul 2007 Implemented the unlockable Sector maps and Single Sector warp. Fixed extremely serious bug where walking backwards while Proxima is supposed to commence caused Iji to go outside the trigger, making Proxima never start up. Fixed bug where selecting the Banana gun unabled you to select any other weapon. Updated the destroyed Phantom Hammer sprite. Fixed a bug where holding left, right or the fire key while going down a lift that just arrived at its destination caused that action to be performed (this was already fixed when going up a lift). 14 Jul 2007 Fixed small things. Updated the Sector maps. You now gain free health when upgrading your Health again, except if you rebooted at least once in that Sector. The going-down-lifts bugfix was reverted, because it wasn't solved at all; sometimes when pressing down, Iji would not go down lifts. 15 Jul 2007 You new see what was unlocked at the Endgame screen. Fixed the possibility to read saves from a nonexistant file on the Clear screen. 16 Jul 2007 You can no longer milk Scouts of Nano. Milked Berserkers drop double Nano because of the high difficulty and risk. ----------------------------------------------- | ALPHA DEMO X RELEASED TO SELECTED TESTERS | ----------------------------------------------- 20 Jun 2007 Lowered Asha's hitpoints from 15 to 10. Added another logbook at the end of Sector 5 with better Assassin hints. Added boss hints if you lose once against a boss. 23 Jul 2007 Fixed or changed a lot of stuff from Srehpog's feedback. 24 Jul 2007 Made Proxima easier. Made Tor easier on Normal. 27 Jul 2007 Various fixes. 29 Jul 2007 Assassins no longer explode when killed. Implemented the unlockable Sudden Death Sector. Fixed a major bug with Tor's superstomping. 30 Jul 2007 Fixed serious Shredder HP bug. Fixed the Rocket hail not being destroyed when Proxima dies. Fixed thunder sfx issues. Added a second checkpoint to Sector 7, making it the only Sector with double checkpoints. Increased requirement for Immortal rank to 100 damage. Fixed various things on Tor. Updated logs in Sectors 1-6 after Srehpog's suggestions. 31 Jul 2007 Fixed small things. 1 Aug 2007 Removed ventilation from Sector 1 and added a ledge in Sector 2 to aid backtracking. 4 Aug 2007 Fixed, tweaked and added a lot of stuff after Joel's suggestions: Shredders can be dismounted with C. When taking a Nanofield, the total and nextlevel XP is shown. Slightly rebuilt Sector 4. Normal has less enemies. Some enemies move slower on Normal. Enemies deal less armor damage on contact. Proxima deals massive armor damage instead of HP. Hard and Extreme requires more XP than Normal. Cracked boxes with XP now contain HP at maxlevel. Logs and most Chats can be aborted with Esc, as can cracking. Iji can getup by holding left, right or up. Spread rockets change to Rockets when out of ammo. Hint on cracking Iosa2 when kicked against the wall. Enemies have a new graphical effect when charging a projectile. MPFB doesn't knock you back at Strength level 10. 5 Aug 2007 There's now a "safe" indicator for Iosa2. Fixed the General's upper Fractal rockets being harmless. Added a special effect when a Chargeball strikes the General. Shredders are dismounted with Up or Down. Shredders are dismounted with Down instead of C. 6 Aug 2007 Made Proxima's MPFB slower on Normal and Hard. Added the ability to air brake during knockdown. Maybe fixed bug with Annihilators grabbing Iji from any distance away. Worked on SFX. 7 Aug 2007 Worked on SFX. Fixed the pain script not taking into account that you can be knocked down harmlessly. 11 Aug 2007 Worked on SFX. 15 Aug 2007 Completely remade the main menu background. 16 Aug 2007 Tweaked the game after Beoran's feedback. Assassins are slower, Destroy deals less damage, HP bar for the General's Phantom Hammer has been raised, requirements for many doors lowered, Krotera's HP lowered from 30 to 25. 18 Aug 2007 Worked on SFX. Fixed using Checkpoints in Sec 7. Tweaked Sectors. 19 Aug 2007 Made the Iosa strikepads more powerful. Added a sprite to the boss bars that shows how many times the bar wraps. 22 Aug 2007 Worked on SFX. 23 Aug 2007 Tweaked chats. Snipped in cutscenes. 24 Aug 2007 Tweaked small things. 25 Aug 2007 Worked on SFX. SFX (not voices) complete. 4 Sep 2007 Fixed small things. 8 Sep 2007 Worked on SFX. Implemented a hidden tech for Iji, her ultimate attack with steep requirements. Made it possible to fire the Nuke against the General. 9 Sep 2007 Began drawing cutscene images. 30 Sep 2007 30 of 76 cutscene images done. Updated Dan's sprites. 8 Oct 2007 Proxima needs more attacks to activate the Terminals on Hard and Extreme. SSWARP starts with 100 totkills. Changed the Jump byte of the savefile to specialtriggerb1, specialtriggerb2, specialtriggerb4. 10 Oct 2007 Fixed Krotera gliding around while using his supermove with Iji dead. Added a safe sign on Tor's Eruption. Made Asha2's supermove act twice faster. 12 Oct 2007 Gave Asha2 a new attack: Megasmash. 14 Oct 2007 Tweaked small stuff. 17 Oct 2007 Made Asha's ghosts copy his supermoves as well. 23 Oct 2007 Updated Proxima's charging graphics. 30 Nov 2007 All 74 cutscene pics are now done. 6 Dec 2007 Made cutscene 1. Will start dumping graphics, sounds and backgrounds and see if they can be loaded well externally from a temp folder created by GM when the game runs. 12 Dec 2007 Made cutscene 2. Graphics dumping didn't actually reduce loading time unless packed with the game, abandoned the idea. 13 Dec 2007 Made cutscenes 3 and 4. 14 Dec 2007 Made cutscene 5. 15 Dec 2007 Made cutscenes 6, 7 and 8. 16 Dec 2007 Made cutscene 9X. Cutsenes complete. 17 Dec 2007 Lowered Asha's HP to 8. Invented block optimization, which works like tile optimization, mainly improving in-game performance. Block optimized Sector 1, 2 and 3. Made the Assassins and Asha not use the Uppercut attack on Normal. Made Annihilators fire random amounts of Shocksplinter. Made turrets react slower when appearing. Made Iji and Dan say something different in Sector 3 if you didn't read the Komato logbooks. 18 Dec 2007 Escape now cancels weapon combining. Added checkmarks for found Posters on the maps. Block optimized Sector 11, 12, 13, 14, 15, 16 and 4. 19 Dec 2007 Updated the weapon icons, it's now easier to see the super-versions and they all have their own unique icons. Increased the HP requirements for Iji's ougi from 1 to 5. Proxima's Nuke is no longer instant-kill on Normal and Hard. Block optimized Sector 5, 6, 7, 8 and Z. 20 Dec 2007 Block optimzed Sector 9 and X. Block optimization complete. 21 Dec 2007 Removed the restriction of not being able to fire the MPFB or Nuke when close to a trigger. Instead Iji cancels the knockdown with an adjusted fall. Tweaked cutscene timings. Updated all the portraits so the art style is the same as the rest of the game. Updated the game logo on the main menu. 5 Jan 2008 Made pixelsparks draw lines instead. Adjusted scroll arrow in cutscene chats. Made chat arrow bounce when pressed. Removed the idea of endgame pics; just more graphics, and it's bothersome trying to see them all. 6 Jan 2008 Made lifts shoot sparks to the left and right. Removed the item text option; it was redundant and only caused problems, and the option menu can now also be placed into the clear screen. Fixed sound bug where nanoexplos and landing enemies would still be heard outside the screen. Fixed description of Nuke. 7 Jan 2008 Made Poster viewer not appear in the extras menu until you've found at least one poster. 8 Jan 2008 Wrote more logbooks that detail all weapons you can combine to make superweapons. Fixed a bug with knocking down some enemies while they collide with the floor causing them to rocket into the ceiling. 12 Jan 2008 Extra-tile optimized Sectors 5 and 12. 14 Jan 2008 Extra-tile optimized Sectors 1, 2, 3, 4, 6, 7, 11 and 13. 15 Jan 2008 Extra-tile optimized Sectors 8, 9, X, 14, 15 and 16. Extra-tile optimization complete, saved 0.62 MB. 18 Jan 2008 Drew poster 4. 19 Jan 2008 Drew Poster X. 21 Jan 2008 Began drawing Poster 7. 22 Jan 2008 Poster 7 was lost due to file corruption. Got a better idea for the poster. 25 Jan 2008 Drew Poster 9. 27 Jan 2008 Drew Poster 5. 31 Jan 2008 Fixed spelling mistakes. Moved and tweaked the Hero 3D terminal. 6 Feb 2008 Drew Poster 3. 7 Feb 2008 Drew Poster 7. 9 Feb 2008 Drew Poster 8. 10 Feb 2008 Updated Iji's clear screen sprite - it is now also different if Iji fails at the end of Sector 8. Fixed the chat scrollarrow not bouncing. 27 Feb 2008 Began drawing Poster 1. 28 Feb 2008 Added another logbook to Sector 1 as another reward for finding the Poster room. Fixed asha2 being possible to damage with the Plasma Cannon. Shortened Iosa chat. Updated chat in Sector 1 so it's made clear that Iji's gun is heavy. Tweaked Sector 1 gap for accessing Sector Z. Added warpback objects as safety catches throughout the Sectors, as well as if Iji drops below 12000 pixels. 29 Feb 2008 Finished drawing Poster 1. 3 Mar 2008 Added an arrow that shows where off the screen Proxima is. 8 Mar 2008 Drew Poster 6. 9 Mar 2008 Fixed various things. Added and modified some logbooks. If sector maps has been unlocked, a minimap is shown in the pause menu in the Sectors. Added a new Hero 3D MP3, replacing the function of the previous in-game WAV. 11 Mar 2008 Tweaked some cutscene pics. 15 Mar 2008 Gave Iosa2 a new attack. Tor drops double health until below 600 HP. 18 Mar 2008 Gave Asha2 a new attack: Plasma vortex. Asha2 now drops three health pickups in total instead of none. 19 Mar 2008 Began drawing Poster 2. 21 Mar 2008 Added two chats about Posters. Shakescreen is slightly diminished. Finished drawing poster 2. Switched places with Posters 1 and 2. All Posters complete. 24 Mar 2008 Implemented Turbo mode, and permanently turned off VSync - GM can't force it on modern computers anyway. Extras complete. Added little speakers in the background. Added a mini-reloadbar over Iji's head. Fixed some graphics not being loaded into memory, which made black boxes appear around them. Implemented the possibility of pressing Escape in the menus, which takes the user back one step in the tiers. The options menu is now also in the clear screen menu. Changed the weapons and stats bars around in the HUD. 25 Mar 2008 Made a new zcir script, the old one was laggy. 3 Apr 2008 Changed places between Normal and Extreme rewards. Inserted a log by Sonia Plait. Can now pause in Sector16 again. Implemented the Records screen that keeps track of best times etc. 7 Apr 2008 Tweaked beginning of Sector 1 and removed the Commander altogether. 11 Apr 2008 Tweaked logbooks. Fixed visibility of the Sudden Death Sector checkmarks. Fixed reloadbar over Shredder. 13 Apr 2008 Added a security door to Sector 5 that needs some run around to open, unless sequence breaking. Fixed sky/cloudlines colors. 16 Apr 2008 Tweaked many logbooks. Updated Poster text info on main menu. The names of all unlockables are now visible, so the player knows what she gets from completing a task. Changed the "hidden terminal" to golden terminal. 18 Apr 2008 Put Iji's voices into the game. 20 Apr 2008 Iji's jump and kick voices now change depending on mood and attitude. Fixed wrong weapon being displayed at Sector start. Fixed being able to nuke your way to Posters you shouldn't due to reduced meta-destroying range. Put Krotera's voices into the game (no distortion done or considered yet). Put Tor's voices into the game (distorted using 80% pitch, FFT size 6, Overlap 50%). 22 Apr 2008 Removed the current emote sounds, better none than just a few awkward ones. Put the Beast, Annihilator, Trooper and Scout voices into the game. 23 Apr 2008 Put the Commander and Asha voices into the game. Fixed sky/cloudlines colors. 27 Apr 2008 Iosa now drops double health on Normal and Hard. 28 Apr 2008 Tor now takes more damaged from his reflected weapons. Put Dan's voices into the game. 30 Apr 2008 Put the Soldier voices into the game. Updated the Scout voices. Updated Asha's voices. 1 May 2008 Re-tiled Hero Sector Z. 9 May 2008 Added the 10th Nano overload, Nanoreflex. Removed the anti-knockdown part of Cybernetic Endurance. 11 May 2008 Replaced Iosa and Iosa2's voices. Added the Elite and Berserker voices. Although the result isn't 100% satisfactory for now, voice acting is complete. 13 May 2008 Fixed a lot of small things after Joel's feedback. Replaced detaillevel with novoice in Options. 14 May 2008 Fixed even more small things after Joel's feedback. 19 May 2008 Fixed a lot of small things after Erik's feedback. Iosa's supermove is no longer instant-kill on Extreme. 22 May 2008 Fixed a lot of small things after Henrik's feedback. 23 May 2008 Fixed a lot of small things after Henrik's feedback. 25 May 2008 Added a second checkpoint in Sector X, before Asha. You can now checkpoint out of the Asha fight. Obvious pain flashing and sound when an Annihilator gets damaged. Gave Assassins a voice to easier know when they're damaged. 27 May 2008 You can now gather ribbons efter after Dan's death, they just initiate different chats. The Thor can now destroy the Sector X core, skipping Asha2. 30 May 2008 Fixed a lot of small things after Henrik's feedback. 4 Jun 2008 Fixed a lot of small things after Anders' feedback. 5 Jun 2008 Continued fixing a lot of small things after Anders' feedback. Implemented sound test. Removed the golden terminal (it was located in the bottom-left of Sector 3) and reworked the requirements for some unlockables. 6 Jun 2008 Implemented the pause menu. Expanded the savefile to permanently record what hidden skills the player has discovered. 7 Jun 2008 Implemented Yukabacera, a "golden" super-Soldier armed with a CFIS and extreme stats, in Sector 6. Fixed enemies not checking if they are firing a rocket when deciding to go after a health pickup (caused docile enemies to fire rockets out of nowhere). 8 Jun 2008 Implemented Yukabacera's Scrambler, a device unlocked to the Pause menu that parses all the message/chat text and makes word sallads out of it. 9 Jun 2008 Added a small text to message windows to let you know they're being Scrambled. 10 Jun 2008 Fixed a lot of small things after Ola's feedback. Added a Nano (experience) meter to the very right in the HUD. A little cramped but may work. 11 Jun 2008 Continued fixing a lot of small things after Ola's feedback. 12 Jun 2008 Continued fixing a lot of small things after Ola's feedback. New enemy damage system: Armor reverts to 100 upon damage but takes overflowing Armor damage into account, making some weapons much more effective, the way they were meant to be. Added the Supergun to Sector Z, but you can't earn ANY unlockables with it in your possession. Fixed Proxima's terminals actiating too soon. 16 Jun 2008 Fixed a lot of small things after Joel's feedback. The Iosa boss room now restarts on Iosa2 if you die there. 17 Jun 2008 Continued fixing a lot of small things after Joel's feedback. 19 Jun 2008 Updated Iji's jumping and falling code; she now "hovers" one Step over a ledge, making jumps easier. Lowered Hero3D's number of level from 16 to 9. Changed F2/F4/F12 so you must now hold the keys down. Hero3D's sentinel spins faster on second lap and upwards. Made the weapon icons blink during weapon combination. Added the banana ending. Bosses emit a new "megaflare" upon death. 20 Jun 2008 Began implementing the music changes. Made the fighting ships in the background crash. 21 Jun 2008 Continued implementing the music changes. Discovered two important things about the music: first, a file must be dumped from memory before it's re-loaded, otherwise Gamemaker won't find its index and the music can't play. Second, music can't be high quality or it will randomly get its first second clipped. 22 Jun 2008 Removed the mixed logchats (like Iji commenting on logs), they only caused trouble and slowdown. Continued implementing the music changes. Allowed scrolling backwards through logs (this is mainly why logchats were removed, and also because of the Scrambler). Turrets and Blits take Nanovis into account. 23 Jun 2008 Added weapon selection during boss intros. Added chargetells to Assassins. Loadgame screen now shows time taken for each slot. Added more dripnests and blackbugs. 24 Jun 2008 Made Shredders properly get the drivers blown off by the kick and Nuke. Fixed all maps. 25 Jun 2008 Fixed many small but important things. Implemented cameras, which have various functions depending on the story. 26 Jun 2008 Fixed many small but important things. 27 Jun 2008 Implemented a Konami-code triggered hidden message. Fixed many small but important things. 28 Jun 2008 You can now see a Poster when you touch it. Fixed many small but important things. The outfit premanently replaced Iji's sprites; fixed this with placeholders. Continued implementing the music changes. 29 Jun 2008 Continued implementing the music changes. 30 Jun 2008 Continued implementing the music changes. 1 Jul 2008 Continued implementing the music changes. Received the final soundtrack mix. Only the boss song remains. 2 Jul 2008 Fixed many small but important things. 3 Jul 2008 Added chargetells to turrets. Added Deep Sector to Sector 9, after rescuing PAIE. The Supercharge is inside, which gives 3 points. 4 Jul 2008 Fixed small things and texts. Added shells ejected from Shock-type weapons. 7 Jul 2008 Added "energy tanks" to the bosses' health meters. Made the Supercharge only add 1 point and added one to each Sector. 8 Jul 2008 Added "Maximum charge" to General Tor. You can activate it with a terminal at the end of Sector X after beating the game at least once. 11 Jul 2008 Got rid of Iji's horrible animu style in portraits 2 and 9. Fixed the Resonance Reflector not showing up properly after rebooting in Sector X. Fixed the outfit not starting properly in Sectors 16 and 15. Removed all !! and replaced with either ! or !!! (very rare). 15 Jul 2008 Fixed many small but important things. 16 Jul 2008 Fixed many small but important things. Fixed being able to pause while teleporting. 17 Jul 2008 Fixed Hyper pulse vs Elites. 18 Jul 2008 Started making the trailer movie. 19 Jul 2008 Continued making the trailer movie. 20 Jul 2008 Finished making the trailer movie. 22 Jul 2008 Fixed many small but important things. Final deadline is now 1 September. 4 Aug 2008 Fixed alignment of unlocks. Iji is now invulnerable during special messages (special traits and new weapons). Fixed being damaged and getting an empty message box while cracking new weapons. Maximum Charge Tor now spawns Skysmashers. Skysmashers now show Iji mercy while she's getting up from knockdown, previously this was a death trap. 10 Aug 2008 Iji can either trust the Komato or not in the Sector 4 end chat, depending on read logbooks. 12 Aug 2008 Tweaked many cutscene images. Fixed the ending music being called completely incorrectly. 15 Aug 2008 Fixed Krotera's death voice not playing. Tweaked some cutscene images. Tweaked some texts. 17 Aug 2008 Fixed being able to pause during the end "cutscene" of Sector 8, messing it up and "hanging" the game. Fixed some texts. 19 Aug 2008 Fixed a lot of small things after Annette's and Oscar's feedback. 20 Aug 2008 Fixed a lot of small things after Annette's and Oscar's feedback. 21 Aug 2008 Fixed ribbons not being counted correctly (restarting a Sector increased total ribbons). Added a trick mirror to Sector Z. 23 Aug 2008 Implemented the Tasen truce in Sector 3. This is dangerous since it could be buggy so close before release. Fixed totalkills when single sector warping. 24 Aug 2008 Fixed a second way for ribbons being counted incorrectly (Iji had to find both the ribbon and the hidden ribbon-type chat in Sector 1 for the ribbon to appear in Sector 2). This may have been because of debug warping, but the code has been fixed to affect only the ribbon Iji actually touched nonetheless. Tweaked the Clear screen Iji portraits. 27 Aug 2008 Fixed a lot of small things after Linus' feedback. The previous ribbon "fix" actually made Iji disappear when picking up the Trapmine or ducking by Soldier PAIE, reverted to the old format which works when the object isn't activated at the same time as the ribbon. Added some sorely lacking pacifist ending modifiers. 28 Aug 2008 Fixed a lot of small things after Anton and Henrik's feedback. The game should be final now - test it thoroughly before release, no new features. 29 Aug 2008 Fixed music not playing in sound test while music is turned off (so much for feature complete). 30 Aug 2008 Vateilika shows up again in Sector 7 if you met and spared her in Sector 3, to hand you health and ammo. She also has a logbook before Deep Sector. Feature complete, my butt! 31 Aug 2008 Fixed not being able to return to main tier after Error tier on Clear menu - this code was simply missing. Fixed novoice not resetting when the main menu resets the options with a corrupt savefile. Removed mention of "Ice nodes" and made them "dark blue nodes". Left and right now changes options. 1 Sep 2008 Fixed many small but important things. Fixed being able to pause and break the pre-Iosa "cutscene". ------------------------------------ | VERSION 1.0 RELEASED TO PUBLIC | ------------------------------------ 10 Sep 2008 Enemy Plasma cannon shots killing a Tasen no longer award Iji the kill if she attacked them first. Fixed being able to fall outside the intended route in Sector Z. The game now correctly gives 10 or more kills the "Killer" rank, instead of 5 or more. When rebooting your Nanofield, your number of Total cracks are now decreased for every weapon combination you had. This prevents you from repeatedly rebooting in order to get a lot of Total cracks. Getting killed by a Komato Trooper and being revived at the Checkpoint no longer breaks the truce in Sector 3. Fixed various logbooks and chats. Fixed the Shredders typing numbers to the game window caption (only visible when Alt-Tabing). The Enemy Information in the Pause Menu, when viewed from Sector Z, now displays correctly. Added a logbook at a critical point to explain that defeating an Assassin does not increase your Kill count. Fixed the spelling of Machinae Supremacy in the music text file. Fixed the background color remaining blue if you fell out of the ship in Sector 7 but died, returned to the checkpoint and fell out again. ------------------------------------ | VERSION 1.1 RELEASED TO PUBLIC | ------------------------------------ 22 Sep 2008 Added gamma effects to options. "Innocent" is now listed as 2 kills. Reaching Krotera with the truce intact, dying and restarting no longer causes Krotera to act is if the truce was broken. 24 Sep 2008 Made Rage burst slightly slower. Berserkers must now briefly charge their Resonance detonators to fire them, making them easier but at least preventing auto-fire cheap shots. 29 Sep 2008 You can no longer glitch Asha by firing the Banana gun or projectile weapons before the battle starts. Implemented the Null driver weapon, but should it be possible to collect in the game? 30 Sep 2008 Fixed a glitched Sector 5 chat trigger. 6 Oct 2008 If Tor slows down, many of his polygons are deleted. 8 Oct 2008 Updated the Scrambler. 10 Oct 2008 The Null driver remained permanently in the game. ------------------------------------ | VERSION 1.2 RELEASED TO PUBLIC | ------------------------------------ 18 Nov 2008 Updated all logbooks, updating the chats remains. Moved around/deleted logbooks so they are readable with no enemies nearby. Made the cracking interface ternary instead of binary. 21 Nov 2008 Vateilika now kills Krotera instead of Iji when pacifist. Made Ansaksie, who kills Iosa when Iji is pacifist, but not her actual in-combat appearance. 22 Nov 2008 Implemented Ansaksie during the Iosa battle. They avoid moves that accidentally aim at or can harm Iji unfairly. Added Ansaksie logbooks in Sector 7 and X. Updated some chats and cutscenes. 23 Nov 2008 Updated more texts. The Iosa fight now has a specially designed camera. 24 nov 2008 Updated all cutscenes. Updated chats in Sector 1-5. Implemented Massacre, obtained by meeting Ansaksie and having 0 kills at the end of Sector X. 25 Nov 2008 Updated all chats. 28 Nov 2008 Added new meta: papers. They check most collisions only every 3rd frame. 29 Nov 2008 Added new weapon cycling keys for gamepads. They are appended to old savefiles automatically and are checked individually (not part of the actual encryption). Made a new explosion sprite. Added greater high fall impact. 8 Dec 2008 Shredders now award kills correctly. Stats and ribbon are preserved when entering/leaving Sector Z. 9 Dec 2008 Added cans to Sector 8, an easter egg when using the vending machines. 10 Dec 2008 Added Assassin Ansaksie's voices. 11 Dec 2008 Played through the game fixing many things. 13 Dec 2008 Kicked turrets and dismounted Shredders that hit enemies only award kills within half a second of Iji kicking/dismounting them. While this may lead to intentional but unawarded kills, it's better than unintentional but awarded ones. Fixed many things. 14 Dec 2008 Added Cracker's hideout, accessed from Sector 7 after beating the game at least once. 25 Dec 2008 ------------------------------------ | VERSION 1.3 RELEASED TO PUBLIC | ------------------------------------ 26 Feb 2009 Fixed a lot of small things. ~To 9 May 2009 Tons of things fixed. See readme for details. ------------------------------------ | VERSION 1.4 RELEASED TO PUBLIC | ------------------------------------ 24 June 2009 Tons of things fixed. ~To 10 July 2009 Tons of things fixed. See readme for details. ------------------------------------ | VERSION 1.5 RELEASED TO PUBLIC | ------------------------------------ 30 Dec 2009 Important things fixed. See readme for details (1.6 changes). 13 Jan 2009 Important things fixed. See readme for details (1.6 changes). ~To 9 March 2009 Tons of things fixed. See readme for details. ------------------------------------ | VERSION 1.6 RELEASED TO PUBLIC | ------------------------------------