The road ahead..
Things we did lately
There was an issue with hexagons collection that was causing the amount collected be out of sync with the acctual value.
This is a big one. After some feedback decided that the equation on platform is too much, so decided to remove them. Of course we could’t ignore that this was one of the core ideas of the game, so instead we will now have just one number to represent the platform’s weight. And to make it more intresting and let the player’s action acctually matter added triggers on each platfrom that can change the weight.
Bombs and explosions behaved differently when interacting with enemies/player and so we tried to get them to a unified effect state – WIP
This is a major change. We considered mixing the 2D with 3D elements for a more in-depth look of the game. After testing with some assets we feel is the right choice.
Of course by changing the environment and mixing 2D with 3D it was expected that some part of the code will need adjustment as well.
Purely because one feedback was that falling objects should damage/kill enemies I gave it a shot to see how it looks/feels. Turned out to be a win.
It is still a work in progress but it has the basic functionality.Each shape will have it’s own evolution path.
Changed Enemy hit animation and re-asign animator separately for each enemy type for better control
Adding Freeze Shot, Slow Shot, Blind Shot was a really nice improvement as it gives the player a lot more options. At this time Bullet effects are also shape restricted and applied only temporary.
Some code required attention again.
Added sound for bullets, explosions, hits, impact, charging shot, freeze effects, debris bricks and frozen, knife projectiles and more.
Since the levels have a lot of destructible walls why not use those to get power ups? For now it seems a good idea.
Just to make the word more responsive added these boxes that explode on impact.
For some of the effects* WIP
There is always room to improve the AI, but every bit counts.