So I ended up reviving this project to have something to play around with in the new Unity 2018. At the same time I had a long time to think over what would probably make most sense and work best as well as be perfectly achievable by me.
So gone is reloads, ammo and magazines. Gone is power ups and the whole credit system. Instead it will have a slimmed down system that still adds enough depth to make the game interesting and not just a mindless constantly firing game.
Instead there is now a system that lowers your firerate as you fire and to regain it you have to stop firing and let it recuperate. Basically a stamina system for the maingun.
There is also a big wave attack that kills everything in its path. But this takes ammo that drops as pickups. It also uses an unusual way to fire. Mimicking the “teching” mechanics from Devil Daggers you launch a wave by tapping fire. Timing being key as a missed tap will make the whole mechanic fall into a longer cooldown.
It still needs tweaks but when done you should, with practice, be able to tap away a lot of waves in a short time.
Right now these systems are in place and mostly working as intended. Enough to get a feel for it and I personally think it feels good. What needs to be done is work on player feedback and UI bits.
Oh and also to get a fully working 2018 Unity version going where Shader Graph, postprocessing and lightweight renderer doesn’t end up being to buggy to use. Then I can get some nice shaders, effects and more working and maybe even make the game look “not shit”. :P
I’m out
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