Invisible Alert Bigger Update


A lot of time has passed since the last release and update. In order to finish the game, I had to rewrite the code for an adequate architecture (SOLID, Observer pattern) for a whole month. It was difficult, such development went against the grain. Nevertheless, I coped and made all 4 levels that I planned:

- Shore.
- Infected city.
- IC-86.
- Boss room.

Mechanics that I added: deflecting bullets with a hand, deflecting grenades and detonating grenades with another bullet.

Also added 2 guns:
Machine gun. (200 rounds and 3 clips)
Grenade launcher. (6 grenades for 3 clips)

The enemy AI model has been greatly redesigned. Now it is not a StateMachine, but a BehaviorTree. Enemies behave more predictably and do exactly what is needed without state conflicts. Having solved this problem, I added all the remaining enemies:

- Zombies;
- Ghosts;
- Possessed equipment;
- Supersoldiers;
- The boss, the source of all problems.

Each of these enemies will cause problems for the player in their own way:
- Zombies are numerous and will try to crush in a crowd.
- Ghosts capture equipment and with its help will shoot the player.
- Supersoldiers are divided into 2 types - those who can enter invisibility and those who activate a barrier that reflects all flying bullets from the owner. 
- Boss - combines 2 abilities, and will also use all the weapons in the game against the player.

Bonus - all scenes have their own OST:

0. Game menu:

SMASH STEREO - System Overload.

1. Coast:

SMASH STEREO - God Dog

2. Infected City:

SMASH STEREO - Bruto

3. IC-86:

SMASH STEREO - Versus

4. Boss Room:

SMASH STEREO - Core.EXP

I hope you like the core gameplay, despite all the shortcomings. I will be glad to hear your feedback.

Files

Invisible Alert_WebGL.zip Play in browser
2 days ago
Invisible Alert.zip 67 MB
2 days ago

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