Main Goals
Speed multiplier that can be affected by all kinds of different things, making weapons feel more weighty and satisfying.
Example, a sword is a light weapon, so it multiplies your speed while swinging, charging a hammer makes your speed slower, perks that make your base run speed higher, ect.
Complete! I’ll have to wait until more melee weapons are added to play with this further.
I want to add a scoring/experience system in this update, but I’m unsure how much work will be involved in this.
Score is a thing now, the main menu now shows your total score over all your play sessions, and your top score in one session.
I’m going to add melee attacks to the trash spider, because even though he is the first enemy I ever added to the game, he doesn’t actually do anything.. So we’ll get to that soon. After that, I’m going to add at least one more enemy to the game, probably another melee enemy.
Trash spider melee attacks complete!
New melee enemy complete!
I’m going to try to add a new stage, an actual stage, that will be in the final game. I’d also like to have this stage enterable from an above ground entrance in the city, but that involves learning how to cache procedurally generated stages like the city, so we’ll see how that goes.
I’ve now added a new stage, but it’s a tad empty. I’m going to work on adding some neat things like Jump Pads and obstacles that will spice it up.
Other things
Melee has been enhanced, it now feels much more weighty and nice.
I’ve added lots of feedback upon enemies being damaged, including damage flashes, hitstun, and audio hitmarkers.
I’ve created pickups, both for repairing your mech, and for gaining energy back. Also, pickups piggyback off the damage flashing code, and make your character flash colors when gaining health and energy.
Tweaked AI a bit, like I do in every update. Now enemies will try to strafe around you when there’s lots of pals in front of them, instead of firing blindly through their allies. Try is the operative word, they’ll still do it if they feel like it.
*Further tweaked shading code
Broke the main menu and now it’s super saturated and bright, WHICH DOES NOT LOOK GOOD.
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