- Added sound and music volume to the options screen
- Added options to clear high scores for one or all lists
- Added a pause key (Finally!) Hit p to pause.
- Added a brief readme
- Added some more feedback to the user interface
- Threw in a splash screen featuring Command-R :)
- Fixed physics of scorched gibs
- Due to the continued absence of the killer robots, exploding zombies and specters now appear in earlier waves although at reduced numbers.
- Made some of the more obnoxious sounds less so.
- Fixed a few balance issues with the mines and excessive flamethrower.
11/11/2004 Changes:
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- Fixed a lot of bugs with Dr. Coté. She now doesn't stick to the walls as much, and doesn't teleport around anymore. Also added some lights and exhaust to her UFO.
- Fixed another bug in the highscores where each launch of the game would eat letters in the survival highscores. If you are experiencing this problem, you'll need to trash your prefs file at "(your hard drive)/Library/Preferences/Kill Dr Cote Prefs."
- Fixed a fatal bug in the exploding zombies. Killing them with a grenade would cause explosion overload and cause the entire computer to explode. Sort of.
- Balanced the weapons against Dr. Coté. Mines are no longer instant kills.
11/9/2004 Changes:
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- Added laboratory lighting
- Added Dr. Coté. You are now required to kill her to advance to the next wave.
- Added the exploding zombie (wave 5 and up)
- Added the specter (wave 7 and up)
- The settings and highscores play a little nicer now.
- Some more general bug fixes that I'm too burned out at the moment to recall.
11/6/2004 Changes:
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- Added player graphic
- Added wave number display
- Removed debugging info
- Powerups and grenades no longer go outside the room boundary
- You can now enter your name in the highscore list
- You can kill enemies by running into them while invincible.
- Added some more gameplay sounds
- Added a small layer of polish
- This is the release candidate, meant for the 11/6 deadline. I'll most likely be continually updating, so please keep checking back! Expect more enemies, more action, more fixes, and more carnage!
Thanks to everyone on iDevGames.com for input, support and enthusiasm, and to my friends and family for putting up with me these past three months!
11/3/2004 Changes:
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- The textures no longer bleed. Think I caught all of them.
- The gibs are bloodied up, making them a bit easier to tell from whole zombies.
- All the images are png/jpg format now, and unused resources are gone. Chopped a good 4 megs and change off the app size.
- The camera movement is more fluid now.
- The screen fades to black when you're Boned.
- Made some obvious optimizations to the gibs. Not much difference but when you're up to your knees in innards on Excessive mode, every little bit counts.
- The mouse cursor is hidden during play.
- The game now captures the mouse events. So those of you playing in windowed mode no longer have to click outside the screen and die.
10/31/2004 Changes:
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• Too many to list. Let's see:
• Zombie graphics
• Music
• Powerups (the numbers still work too, but not for long.)
• Highscores
• Options/Highscores saved to file
• Laser/ Armageddon Laser and their excessive counterparts
• Zombies explode into giblets when you kill them!
• Floor decals- grenades/mines leave holes in the ground, and giblets splatter along the floor.
• Tutorial Mode is now Practice mode. Infinite lives, high scores don't count. Press ESC to quit.
• More stuff I can't really remember off the top of my head
9/24/2004 Changes:
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• Added fullscreen, sound and music options to the options screen.
• Added Excessive mode with all new guns.
• Experimenting with a new graphical representation of enemy. Let me know what you think!
9/17/2004 Changes:
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• Zombies now wait a fraction of a second before lunging through an open door. A very small fraction of a second.
• Reactivated the title states. Functionality added to the menu items. All is functional except a few of the options, which are disabled for this version.
• Mines are implemented. (Gun #5)
• The flamethrower is implemented. (Gun #6)
• Added survival mode to the available game types.
• Added tutorial mode to the available game types.
• Added difficulty levels. There are four at the moment. The fourth, "insane" will be a hidden/unlockable level. Getting to a certain wave in hard mode, or lasting X minutes in Survival Hard will unlock it.