With the Walkthrough just about half-completed at this point, I've started working on something for those of you still checking out the game, giving it a go, and just providing mild interest in my project.
As of two days ago, I've begun work on another EXE build for Guns and Glory 0.5, and it has already neared completion (all of the features I've set out to add have been implemented, I just need to test them and whatnot).
I decided to make this build simply because I love customization, and I want people to play my game and enjoy it. With the new features I've implemented, I'm certain the game will garner new attention, and perhaps spike interest in making maps for the community map release set (which still has only 3 completed maps, 2 of which are by me).
Anyways, I don't want to keep players in the dark about what to expect so here's a short summary to explain what the changes I've made are.
*First of all, the changes I've made are not mandatory for playing the game. You're free to play with or without them. What I mean by this is that I've added a new "Game Customization" menu inside the Controls Menu with ten options to allow players to customize certain aspects about the game. They act much in the same way as the Shading and Crosshair toggles work, as implemented in previous builds, however, instead of merely changing or correcting some graphical aspects of the game, these functions change how the game itself plays.
The features include the following:
* Player Projectiles are half-sized. This means that the game now considers the player's projectiles to be half their size, and are thus smaller. This makes it so that the player's projectiles are less likely to hit blocking objects. However, there's a double-edged nature to this, as now the player's projectiles are less likely to hit enemies unless aimed really well. So, less likely to hit objects, but less likely to hit enemies, so it's a compromise. A possible plus side to this feature is that it will prompt players to improve their aim and sharpshooting, making the basic gameplay pathetically east if mastered (or at the very least, easier than with this feature toggled on).
* Enemy projectiles are half-sized. This one acts basically the same way as the above feature, except it makes enemies projectiles smaller. This one can actually be quite useful, as it makes dodging enemy fire much easier (projectiles can actually take up 1/3 of either the left or right of your screen and still not hit you if this is toggled). A fine choice for those that have trouble dodging enemy fire.
* Super Backpacks. This feature allows backpacks to max out the ammo capacities of all of your weapons (to a maximum of 99 ammo for each weapon). Just imagine how with this toggled, you can carry around 99 Stielhandts.
* Always Automap. With this toggled, the Automap will always function, regardless of what difficulty you're playing on.
* Enemies can't pick up health. Remember the good ol' days of Wolfenstein, when enemies couldn't pick up health items? Well, return to those glory days of yore by toggling this, and enemies will no longer be able to restore that hard-delivered battle damage.
* Enemies die in one hit. Now this feature has a tendency to cause some game-destroying havoc (such as when you use it to rely on fighting bosses), but aside from some muck in the secret levels, this feature should enable players to deal with even the hardest difficulty with ease. Toggling this can make the game pathetically easy, but also can rob the game of the actual fun. Use this feature only when you're playing simply to go crazy or whatever.
* Receive an Extra Life for every 40,000 points. Guns and Glory 0.5 is hard. One of the reasons may be that you have to get 100,000 points for a stinkin' extra life. Rectify that by toggling this feature, and you'll never run out of extra lives again.
* Guards give points when killed. This feature makes it so that regular enemies will give points when killed, much like the original Wolfenstein. Makes it easier to get the aforementioned extra lives, in case you don't want a 40k 1-up bonus, but you still want to get some benefit for your trials.
* Survival Mode. More like an extra difficulty level without actually making it one, this feature sets all damage that you receive to 1, but you can't pick up health, armor, or gain any extra lives. Alone, this feature seems pretty insane (much less, impossible to actually beat the game using), but with the next feature (and maybe enemies die in one hit), it won't seem so insane:
* Play like original Wolfenstein. That's right, toggle this to do away with all of the flying projectiles, flippin' 20 health and armor, and no hitscan weapons. Toggling this feature allows all of your bullet weapons to behave the way they did in the original, and also gvies you a huge health and armor boost (capping at 99). Most enemies will also attack like they used to, and aside from certain foes (such as Schabbs, who always used projectile weapons), it should help to simulate the original playing experience.
To get a full original experience, toggling: "Play like original Wolfenstein," "Guards give points when killed," "Receive an extra life for 40,000 points," and "Enemies can't pick up health" should do the trick.
Currently, none of the features are barred from use, so one can essentially make the game pathetically easy and, (dare I say it?) boring. Thus, I'll likely implement ways to make the play have to work to activate certain features (such as the Enemies die in one hit feature, that's a game breaker).
So, comments? Tell me what you think. Should a feature stay, should it go? Or just perfect what I've already implemented thus far and send it in?