Development
Calendar of Events
Jan. 2009 – Planning Begins. Team considers multiple game ideas/pitches. Game name, concept, and team name finalized.
Feb. 2009 – Editing & Coding on Spectral Assault begins. Design documents finalized. Character & Weapon designs finalized.
Mar. 2009 – First playable demo. Puzzle designs finalized.
Apr. 2009 – v1.0 released (04/24/09). Game demoed at NC State's Game Dev Showcase and the Triangle Game Conference.
May 2009 – Team restructures and begins plans for an as-of-yet-unannounced XNA title.
Sep. 2009 – v1.5 released (09/12/09). Game demoed at SPARKcon.
Jan. 2010 – Restructure of new XNA project. Development reboot and coding begins.
Patch Notes
v1.0 – Initial Release
v1.5 – First Patch
- All damage increased.
- Switches easier to use.
- Solved multiple ALiCE bugs.
- Kill volume damage increased.
- Blackstache no longer fires too early.
- Bots can no longer activate any triggers.
- Player no longer drops weapon on death.
- Extra respawn point added to boss room.
- Elevators always reset properly upon death.
- Dying at Blackstache is now handled properly.
- Regen is now 2 health per 5 ticks instead of 10 per 1.
- Enemies no longer enter spawn area or elevator areas.
- Those stupid pirate elevators now work properly, switches and all.
- Fixed a bug in the Player pawn that was flooding the log upon player death.
- Beginning cinematic can be skipped with "CANCELMATINEE" console command.
- Subtitles added! Subtitles can be disabled with "ce nosubs" console command. Reenabled with "ce subs" command.