So it’s about time I get around to getting some work done on S.R.Z. again, I’m going to try and wrap this guy up so I can get on with learning another language so I get on with my next big idea. It should be fun, and hopefully include some user participation in the development process if all goes well ;)
For now, though, I completely overhauled the upgrade system and, in the process, gutted part of the wave loop that spawns progressively harder enemies. Upgrading has been divorced from the original game loop of fight a wave, upgrade, repeat. Now, after clearing a wave, the player has a short intermission period. At any time during gameplay you can press U to spend available upgrades on your ship. Enemies now drop nanites (basically XP) to spend on upgrades. The cost of each upgrade exponentiates.
Next up I’m going to completely gut the wave spawnign system from the game and replace it with a discreet system that handles enemies like the upgrades are handled now. The most effective enemy’s genes will be used to spawn clusters of enemies at a set rate, meaning if the player doesn’t want to get overwhelmed they’ll have to keep fighting, I’m thinking clearing enemies out quickly will earn the player a break.
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