MAFlog #4
As mentioned in MAFlog#3 we worked on the game over the weekend and we’ve made a few steps towards the little game we are aiming for. I’ve updated the list below, so you can get a glimps of the current state of the game. Due to personal situations, and studies, this might be the biggest update for a while, but don’t worry, we are still working on MafCOM!
Here’s the updated list:
- Fix the whole hit chance calculation: Because of a logical mistake, the hit chance was calculated using only one collision per ray (Based on a 5 ray system, one center, and 4 for the corners). This led to an exploit, where you could stand behind a cover, and all other obstacles would be ignored. This is fixed now!
- Use Units as cover: We want to add more tactical depth, so that you can (at least partially) “hide” behind other units.
Map-Rework: Based on your feedback and our experience we rework the whole map, and maybe are looking into more maps, or different layouts! this part is theoretically done, but is still in testing, so it’s not in the current update!
UI: We want to add a HUD and better User Interface, with cool Menu Graphic etc. All the nice stuff! This will be a bigger update, and propably get its own Devlog :) Jan has finished most of the art for this, but it’s not implemented yet
Balancing: Since the tactical system is adjusted, the character stats are partially obsolete, we are currently rebalancing these! This is of course an iterative step
Bugfixing: Since this is a gamejam entry, developed in just 48 hours, naturally there are minor and some major bugs. We are working on fixing these. Same as balancing for this, remove one bug, get three more.. We hope to fix some bugs with the new map!
Advanced Graphics: While most of these ToDos are codewise, Jan will work on adding new, or reworking old sprites. He already has made an awesome acid puddle animation. These will make the whole game look more awesome, and will add optical feedback to the Sprites (height of obstacles etc.) The new graphics will come with the map updates, but Jan already made some nice impact/splash-animations, these are in the current build
New Features: - When we get this version working in a way, we are proud of, we want to add more features, to get closer to our initial vision: We wanted a PvPvE game, so we are looking into adding options for up to 4 teams, and an AI-Team for interesting 5 faction free-for-all (or team based) matches.
The AI is is the game, and it’s really cool (not perfect thought, I’m working on making it “think”more tactical). For now it mainly follows and attacks the first enemy it detects.
Also in the future, we really would like to add online functionality, but this is a feature for the long run.
First update, and updated checklist will be propably released early next week, after the voting of the #beansjam
Stay Tuned!
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