Commit Graph
22 Commits
Author SHA1 Message Date
Quintine faa58b5678 0.9.6
Cleaver whirl, HD boss first-draw, elite Splitter minis.
2026-08-15 00:46:35 +10:00
Quintine 2cf8dc89fe 0.9.4
feat: large-room blood-pool solids, dash gore burst, GLB weapon refs
2026-08-14 23:57:23 +10:00
Quintine c41ce5fdb0 fix: persistent mute toggle, 25%/floor shield regen, halved pressure relief, shielded hits no relief, drop Scavenger perk (0.9.2) 2026-08-13 17:24:27 +10:00
Quintine 683e7a47ec revert: restore original dash length and post-dash slow 2026-08-13 16:21:25 +10:00
Quintine 85238be844 feat: clickable pause buttons, 2x dash with 30% slow, cleaver melee sweep 2026-08-13 13:50:50 +10:00
Quintine 4b9e4a1e97 feat: dash ability; ammo pressure scaling, full-HP hearts, muzzle alignment, holstered debug ammo
- Shift dash: 0.45*v*0.6 instant burst then 0.6s of 50% slow (net 95% of
  walking distance); slow doubles as cooldown, no dash while idle/slowed.
- Generic ammo refills scale with the live pressure dial at 80% of the HP
  multiplier via ammoPressureMul().
- Hearts at full HP stay on the floor (magnet ignores them) instead of
  converting to score.
- Muzzle audit: flame FX and pellets share one right-hand origin, Spinal
  Tap beam starts at the muzzle, saw flash suppressed (blade sparks are
  the effect).
- Debug REFILL/INF AMMO and the ammo row now cover a spent special
  holstered behind the Bone Popper.
- Sfx.duck() defaults its args; a no-arg call crashed the loop with a
  non-finite AudioParam value (found via the dash E2E).
2026-08-12 18:04:58 +10:00
Quintine b41dcd8ebb feat: QoL weapon/UI batch — door fix, Red Right Hand + flamethrower right-offset, fire slowdown, literal armor dodge, persistent pedestals, menu shot-lock 2026-08-11 18:25:34 +10:00
Quintine d9a921a1ea Merge commit integrating big-rooms + linux-and-qol (keep both features) 2026-08-11 17:35:02 +10:00
Quintine 96815f6685 feat: big rooms with Isaac-style camera, extra-large and odd rooms 2026-08-11 08:56:33 +10:00
Quintine 5d5eb3d265 feat: room-entry reaction buffer, 1.5s perk-selection lock, nearby-item toasts, Sine Weave stagger perk 2026-08-10 18:31:36 +10:00
Quintine f77b4fd402 feat: crimson metronome lends ½ heart, repaid on a clean room clear 2026-08-09 14:22:26 +10:00
MeatSlicer Developer 3f76998fab Add hidden dev debug console (v0.5.0) 2026-07-31 08:49:39 +10:00
MeatSlicer Developer 11f9341b46 Add variable room shapes and themes 2026-07-30 22:29:04 +10:00
MeatSlicer Developer 0eab705ed3 Add locked gore death and enemy health pips 2026-07-30 22:18:44 +10:00
MeatSlicer Developer d9eae34df4 Normalize ammo economy: per-weapon refill, stream drain, behavior fixes
- Every special weapon gets an explicit 'refill' (units per ammo pickup,
  tuned so one pickup funds ~10 kills) replacing the ammoRefillFraction
  log2 heuristic and ammoWeight overrides
- Bile Blunderbuss + The Cauterizer join Red Right Hand as time-denominated
  stream weapons ('drain' per second) instead of per-shot cost
- Sawblades ricochet through enemies (bounce fix), traps catch 3 victims,
  lobbed projectiles arc overhead and always trigger at the target point
  (Flesh Masher / Trap Queen / Swarm Jar payloads now actually deploy)
- Boss rooms stock one ammo on entry and drop one guaranteed on death
- Cauterizer burn trimmed (2.2s x2 -> 1.5s x0.8), bile acid pools trimmed
  (3.5s x1.5 -> 2.5s x0.8), Marrow Draught now covers stream drain
- New tools/ammo_sim.js calibrates every weapon into the 8-13 kills/refill
  band (all 15 pass); smoke test guards the ammo structure
- v0.3.0, cache bump v=44
2026-07-30 22:06:10 +10:00
MeatSlicer Developer 64ac53434b Doom-style weapon audio batch + remove footsteps
- Regenerated all 13 weapon fire one-shots and 4 weapon loops via the audio
  specialist (ElevenLabs) with a 1993 Doom style brief: chunky, bass-heavy,
  crunchy 90s FPS sounds
- New clips wired into SfxBank: ui_active, ui_active_empty (active items),
  ui_curse (legendary pickups, replaces the normal item jingle), plr_revive
  (Second Skin revive)
- Footstep system removed entirely (never worked right): Sfx.footstep, 8
  plr_step* samples and bank entries, player.js call site, smoke test block
- Cache v=42
2026-07-30 17:41:31 +10:00
MeatSlicer Developer 0ec12cd72c Phase 5: active items — room-clear charged, dedicated pedestals, Space to use
- ACTIVES table with 10 actives (Bone Nova, Offal Bomb, Blood Transfusion,
  Cleaver Storm, Butcher's Bell, Marrow Draught, Slaughter Time, Panic Room,
  Skinner's Coin, Gut Reroll); charges accrue +1/combat room, +2/boss
- Dedicated 'active' pickup with weapon-style swap-drop; 30% boss / 15% item-room
  bonus pedestal spawns; flat +2 powerScore while held
- HUD active slot with charge pips + READY state; ACTIVES help page (12 pages);
  teal medallion frame variant in draw_sprites.py; 10 generated icons
- Procedural Sfx.active()/activeEmpty() (real clips deferred to audio batch)
- Fix: toast panel width now fits the wider of title/subtitle and clamps to screen
- Bump asset cache to v=40
2026-07-30 17:14:25 +10:00
MeatSlicer Developer f9552326c2 Phase 4: 10 boss-exclusive legendaries + ammo/HP balance fixes
Legendaries (cap 1, boss-only): Butcher's Oath, Second Skin, Twin Sidearm,
Crimson Metronome, Abattoir Engine, Gore Crown, Thousand Teeth, Hollow Father,
The Last Cut, Meat Grinder. Once-per-floor flags reset in nextFloor.

Balance fixes: Ghoul Heart now +4 HP (2 full hearts); Brass Magazine ammo
efficiency uses the same diminishing additive formula as Scrap Feed.
2026-07-30 16:06:20 +10:00
MeatSlicer Developer a93802ebd9 Phase 3: 12 hook passives with conditional damage, auras, and kill/room effects
- dmgLiveMul live damage channel wired into fireWeapon, sawTick, fireBeam, orbitals
- Dead Weight (execute), Cauterized Veins (burn bonus), Pain Engine, Iron Lung,
  Slaughter Rhythm, Hollow Choir, Sawbone Coil, Glutton's Gut, Thresher Plate,
  Blood Moat, Meat Hook, Blood Debt
- Iron Lung re-armed per room in enterRoom; Slaughter Rhythm stamps kills
- Targeted smoke tests for the five stat-conditional effects; icons + docs
2026-07-30 15:44:31 +10:00
MeatSlicer Developer a02cff52cf Add pressure dial, wave spawn telegraphs, and readability pass
- Bigger gore-red Minis (r10->14, sprite 32->48) with regenerated art
- Wider, walkable doorways: clear passage for open, teeth only when locked
- 500ms spawn telegraph so wave spawns no longer blindside the player
- Item stickiness ramps 10%/owned item (cap 50%) instead of flat 50%
- Title-screen Pressure Dial (-5..+5) tunes rise/relief; score x live pressure
- Vitals HUD: two-row hearts, half-container outlines, half-heart shield pips
- Readable 8-page field manual (bigger panel + fonts, implants split)
- HUD opacity slider in pause menu (boss bar + toasts stay opaque)
- Scrap Feed now has diminishing returns like Thick Hide
- Docs, cache-bust v37, and smoke coverage for all of the above
2026-07-30 00:01:06 +10:00
MeatSlicer Developer 8cf9932999 Make Bone Knit a chance-based room heal
The perk now grants a 3% roll per stack to mend half a heart on combat
room clears instead of a guaranteed heal. Worm Gut's guaranteed room
heal is unchanged; the new roomHealChance stat is separate.
2026-07-29 20:50:08 +10:00
MeatSlicer Developer 8ab0857ee0 Add adaptive progression and item expansion 2026-07-29 18:30:21 +10:00