It's crazy to think that 5 months had already passed without any updates to this game.

I wanted to keep every update small, but good old scope creep said otherwise. After the post jam patch, a lot of things happened. I managed to work on the game on and off in the spaghetti that I managed to create for myself.

I decided to do a full rewrite or rework for most of the systems that aged very poorly. Like the wave system, that barely functioned and didn't allow me to control what enemies spawn at what wave very finely. Let's not forget that when creating the stats board that shows up in the main menu and at the death screen, I somehow forgot the "Stats won" stat. Not including the guns that required you to keep clicking.

Most of these 5 months were spent reworking the art and the underlying systems. Right now, I'm focusing on the player and enemies. One change for example is the charger dashing towards the player if it's in range continuously, rather than doing that once and never seeing it again. That was the main reason chargers weren't the first enemy introduced but the mimics. I'll keep experimenting how I could make them a bit better at their jobs.
One of the biggest issues that needed to be solved. It was really bland, nothing going on and the worst is, I was using full 3D models for the player and enemies.

At first I wanted to have it be 2D but because of the time limit I didn't want to risk it. But that has been solved! Not only all the enemies and player got a sprite now, the arena got a rework too:

How it looked originally:

Concept arts:


Mostly finished product:



Safe to say, that the new ones are miles better than the original ones. I decided to take on a semi 2D look. I really had no idea how else I could make the elevator idea work and is much simpler to work with.


I can't really show much else, because they're either not done, like the character rework or mostly back-end changes.
All of the guns are getting reworked. Now it's enough to hold down the fire for example.

Abilities are planned for them too. I'm still not at that phase but if everything works out it should give the guns more
personality than just "this one fires faster" or "is just a shotgun".
While the upgrades worked somewhat I wanted them to, it kinda fell flat. Most of them weren't really noticeable and the added RNG certainly didn't help with that. You could've rolled for an epic but get the same value as if it was a rare one.

It also didn't really work out that you were still able to get the same gun if you had that one or borderline useless if you didn't have the right one (shotgun *cough*).

I really want the upgrades to be similar but impact the game more in a certain way.
I'm in the process of reworking all of the enemies, so I can't show a lot. I had to create a wrapper for the navmesh agent to be able to add knockback to enemies. The default agent does allow to add velocity, but full stops at the edges of the navmesh.
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