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zTime (Danger Noodles!)Newsv0.8.2 CHANGELOG 17-APR-2017
Game update

v0.8.2 CHANGELOG 17-APR-2017

zTime (Danger Noodles!) · published 17 Apr 2017, 21:25 UTC

All newsPlayers around this dateRead on Steam

Features:

  • Added a new song and changed up the music rotation.
  • Music now crossfades between tracks.
  • Enemy generation now allows for dynamically scaled enemies.
  • On non-intro levels, in difficulties above "EASY" on levels 4+, a special giant "Ghost" enemy which will follow you through walls and into other rooms will spawn after a certain amount of time in a level (Starting at 60 seconds for level 4 and decreasing to 40 seconds by level 9).
  • Added enemy that flees when the player moves towards it and chases otherwise.
  • After level 10, the game now enters a "Chaos" mode (also selectable on the menu) with VERY RANDOM enemy spawns which gradually gets (I hope) harder the further you get.
  • Enemy models now rotate, and change spin upon bouncing.
  • The spawn room now has doors like all the other rooms.
  • Entities now collide with walls at the edge of their collision radius instead of their center.
  • Tweaked level generation to cache game resources instead of loading from disk for each enemy/map tile/etc.

Bugfixes:

  • Fixed a roundoff error which could cause Bursters and Snakes to "jitter" their noodles.
  • Bursters and Snakes no longer all burst in synchrony; they now have their own timer offets and burst on their own.
  • The D-pad can now scroll left and right on the menu.
  • Left-click will now select a menu option just like enter or xbox A.
  • Fixed axis-restricted chasers sometimes thrusting in the wrong direction.
  • Level exit now uses proper collision detection instead of a square bigger than the model.
  • Fixed a bug where enemies flagged not to spawn in small rooms actually just messed up the spawn table and could spawn anyways.
  • "Restart" option now begins at the level which was selected from the main menu ("Intro" difficulty games restart at level 1 if the intro has been completed).
  • Changed the text of a pause screen button from "Exit to Menu" to "End Game" to better reflect the function of the button.
  • Fixed an error where the UI could show different values than the actual configurations after returning to the main menu.

    Hello again! It's been awhile since our last update, so this one has a lot of changes in it. Tell me how you like the new coloration on walls - I think it makes them much more visible! Be sure to play through and find the new song too!

    The new enemy is a real doozy if you don't get through the level quickly (but you can still play on Easy to stop it from spawning). How great is it? Let me know!

    The one thing I want to warn you all about is Chaos mode. That isn't just a name, it's actually totally random. It's pretty experimental, and is mostly just a way to add a placeholder endgame. I don't really know if it is anything resembling balanced, or how fun it is (even after playing it) so be sure to give me feedback on how often different sorts of levels show up and what is and isn't working with it. I'd like to add some other cool things to mix up level progression (instead of Chaos) and give the endgame a better sense of conclusion, but that's going slow and this project has ended up being lower priority to some of our other work (sorry!) so I don't have a lot of time to develop it. We do hope to get more content into zTime eventually though, it isn't forgotten!

More from zTime (Danger Noodles!)

Other announcements

All news
Game update28 Nov 2016PATCHNOTES 28-NOV-2016CHANGELOG 28-NOV-2016 Critical Bugfix: · The menu no longer breaks when no save data is present Bugfixes: · Mouse input will now match the Y-axis inversion setting instead of being opposite to it ----- Thank you all for reporting on the menu bug, and your help getting us the info I needed to figure out what was going wrong. As always, post something here in the community hub if something else b…Game update24 Nov 2016PATCH NOTES 23 NOV 2016CHANGELOG 23-NOV-2016 Features: · Change to level generation to allow for cycles between rooms and remove dead ends · VR version of the game no longer pretends to work when no HMD is present · Added a level selector to the main menu (Intro difficulty overrides the level selector) · Lots of engine support for new enemy types, with a few new types in this build · The back-and-forth zipping enemy…