Hey, everyone! Since the Christmas break has started, and all my University coursework is done (whew), I've had a lot more time to work on ULSG.
Firstly, most of the Super Special Modules are in the Intergalactic Mall, ready to be coded into the game:
You can equip one module from each column. I'll list them off for you, starting from the top left and working across.
Overpower Module
Lets you charge your laser cannon one level higher, to Power 4.
Extra Hull Integrity Module
Increases your Hull Integrity by 50%. (Effects cumulate, the maximum Hull Integrity at the moment is 300%. )
Super-Magneto Module
Doubles the attraction radius of your ship's MAS (Magneto Attraction System), therefore letting you pick up small collectibles from further away.
DDR Boost Module
Starts a small game of DDR. You can see it in action in a video posted somewhere in one of my previous devlogs.
No Powerdowns Module
Your weapon power won't decrease when colliding with a Failien.
TrueGraze Armour (Icon still under construction. )
This will make your ship's hitbox shrink, and you can earn quite a few extra points for touching other ships without them passing into the hitbox, kinda like a Danmaku shooter. However, your ship's Hull Integrity will DECREASE by 50%. Why? Because all of the ship's critical systems have had to be pushed together deeper into the ship, and that causes them to be more vulnerable. Furthermore, it's called "game balance".
Choclit Duplicator Module
This module duplicates Choclit Rayndrops as you collect them, therefore filling the Choclit Bar twice as fast.
(I still need to think of something for the 8th Super Special Module. )
Power 3 Module
This module insta-charges your ship's laser to Power 3 when the game starts.
Limit Breaker (Icon's a WIP. )
If you drop to 0% Hull Integrity with this module installed, it will detonate, slowing time in the immediate area, and sending out a surge of emergency nanobots to repair critical systems, bringing your HI up to 1%. During this time, a bar will appear on the screen with an arrow moving left and right along it (sort of like Tidus' Overdrives in Final Fantasy X ). If you press the fire button when the arrow is in the green section of the bar, your ship will become SUPERCHARGED, and will recieve one of every powerup in the game.
Powerup Extender
This module extends the time of all your powerups by 5 seconds. Or maybe 10 seconds. I haven't decided on that one yet.
Score Doubler
For hardcore players only. This prototype module DOUBLES all points you earn. Sounds very tempting, because that IS a pretty massive boost... but there is a TINY problem. The slightest spark from a bullet or a collision sort of causes it to A-splode. Basically, your Hull Integrity maxes out at 1%. At least you'll beat the game faster...
That's all the Super Special Modules for this version.
Also, I've made a pretty nifty Statistics screen, which shows all sorts of pointless stats, which some people might be interested to know:
Another new thing is the Ownage Rating, which is a pretty useful way to know how awesome you are at a glance. Your Ownage Rating is displayed in your Statistics screen, and is also displayed on your Player Card in Multiplayer games. You increase your Ownage Rating by destroying enemies, leveling up, collecting stuff, unlocking Achievements, and participating in and/or winning Multiplayer matches. It starts at N/A, and goes up to E- after about a minute or so of Quadrillion Mode. From there, it increases as you'd expect (E, E+, D-, D, D+, C-, etc...), with a few extended ranks after A+. The maximum rank you can earn is Triple-S.
So yeah, it's coming along pretty well. I should be working on it some more over the next couple of weeks.
That's me for now. I probably won't be back on here before Christmas, as I have a few things planned with friends and family, so I'll see you all soon. Have an awesome Christmas, everyone!