Trisector v1.0.5 (213) was released on the App Store on Dec 18th, 2013. This update focused on a complete level revamp, improving enemy weapons and patterns, and UI/HUD improvements.
• Enemy Laser Beam
• Enemy Bullet Patterns
• Player Weapon Upgrades
• Enemy Movement and Pathing
• Tutorial streamlining and tips
• Level Improvements
• UI Improvements
• XP Meter
• Now targeting iOS7
• Bug Fixes
• Change Log
Enemy Laser Beam
Added an enemy laser beam that completely melts the player ship and projectiles.
Enemy Bullet Patterns
Added a secondary bullet type that is used in the new bullet patterns. These new bullets destroy the player laser on contact, which makes the bullet patterns a useful defensive and offensive tool for the enemy ships.
Player Weapon Upgrades
Previously, the player ship could find a Spread and Quad power-up to improve the weapon. However, the groups of 2/4 bullets collided together. For v1.0.5, the Quad/Spread power-ups were replaced with a single Weapon Upgrade power-up, and the player weapon upgrades from 2 bullets to a lot of bullets at the maximum upgrade level.
Here’s a picture of the player bullets at the maximum upgrade level:
This GIF shows the new player bullets vs the enemy bullets.
The view now zooms in tight when the ship is moving at slow speeds, and pulls back for a wider view of the level when traveling fast.
Enemy Movement and Pathing
Many improvements were made to the enemy movement and pathing. The enemy units should stay on screen and should no longer boost off screen when they get to close to the player. The enemy ships should now stay at about the same spot on the screen regardless of player speed.
Tutorial streamlining and tips
The previous T1-T3 tutorial levels have been removed. In their place is a single fast paced tutorial level that will teach basic concepts such as ship control and energy use. Additionally, the Level Select screen now displays a rolling set of tips.
The starting energy was increased from 3 units (5 with story completion) to 20 (30 with story completion). The energy cap was increased from 12 to 30. Also, energy power-ups now restore 2 energy units (up from 1). With this additional energy in mind, each level has received a complete overhaul to increase the action!
The UI elements were all upgraded with new graphics and features. The HUD, Pause/Stat UI, Level Select UI, Settings, etc all received updates. Fro example, the new in game HUD displays a Speed meter, an Energy meter, and an XP meter on the left side, and score, score multiplier, and progress on the right side.
Shooting enemy bullets and lasers creates blue XP pods that are sucked into the ship. The total number of XP pods collected over the life of playing Trisector count towards the XP level for the ship. Each level brings an additional small reduction in energy costs for each enemy bullet hit while shielded and for each laser fired. The reduction in energy costs are very helpful when attacking the later levels in addition to the Hard Mode challenges.
Now targeting iOS7
Trisector is now targeting iOS7 as the minimum required iOS version.
• Bugs were squashed and new ones were introduced
• completely redesigned all levels
• new UI and HUD
• zoom based on speed
• player ship now moves in all directions
• enemy ai and movement improvements
• improved player bullets
• indestructible enemy bullets
• enemy bullet patterns
• bigger enemy bullets
• enemy lasers
• new burst gfx
• ramming pauses energy regeneration
• more starting energy and increased energy capacity
• story nodes now grant a starting Weapon, Energy, and Speed bonus
• xp pod fixes. attractor should get most of them now
• xp meter: reduces laser cost and shielding cost based on xp level
• level select tips
• smart level button state now loads next level
• game auto starts after selecting play from level menu
• ios7 fixes
• purged sd assets
• bug fixes