Update v0.0.2: HUD, Recycling, Variant AI, and Missiles
Hi everyone!
So I've managed to make some more progress since the last post and wanted to update you all while also moving to a more precise documentation of changes.
Here are the patch notes for what is officially v0.0.2.
v0.0.2
Implementation:
-Implemented a recycling scheme for the effects system
-Implemented more accuracy in collision and splash damage
-Implemented AI randomization of weapons, chassis, and turrets
-implemented Sub Weapons, which works as supplementary but less powerful weapons compared to the primary weapon.
Additions and Improvements:
-Added and Improved graphical and mechanical effects for the Beam weapon
-Added and Improved hud elements for Shields, Armor, Speed, and Radar
-Added weapon archetype: Missile
-Added sub weapon of Missile Archetype: Seeker Missiles
-Added chassis Archetypes: DB9, MM4, T3
-Added turret Archetypes: Light, Standard, Heavy
-Added effects when taking damage from projectiles while shields are up
-Improved the graphical effects for tank explosions.
Fixes:
-Fixed an issue that occurred when changing turret rotation direction too quickly caused it to spin forever
Balance:
-Chaingun damage reduced
-Cannon damage increased
-Beam damage increased
-Shield capacity increased
-Armor capacity increased
As you can see, a good chunk of work done, but still so much to do!
The major things that can be seen in this patch are the new hud elements, the missile weapons, sub weapons, and the new chassis and turrets (among other things).
The one that I believe sticks out the most on the new hud is the radar system, which now displays all enemies within a certain range. This range will be able to be expanded (or shortened) based on an equipment option which will be available later on in the game's development.
The speed meter shown in the bottom right was added mainly for flair, but also to give an idea of how fast each chassis movies without just guessing depending on how it looks on-screen.
The armor and shield meters are still temporary, and it's very possible that there will be more added to that small area, as well as the area changing shape in general.
The missile weapons have been added and they fill a very specific roll. Missile weapons start of moving very slow, but speed up along their trajectory. Missiles will always deal a base amount of damage, but depending on the missiles speed upon impact, it may deal even more damage!
The sub weapon system was added to essentially give players a secondary weapon to break up a bit of monotony of using just the main weapon. Sub weapons will often be very similar to the main weapons, but will have other interesting effects while also doing generally less damage.
The Seeker missile sub weapon shown in the video has a limited range and does less damage, but homes in on random targets within reach of the missile, which makes cleaning up enemy footsoldiers much easier!
That's pretty much all for now, keep an eye out for the next update!
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