With this update
all mechanics are more or less final: it took a while because I've spent some time testing a few solutions (of varying complexity) for target locking and upgrade selection but ended up streamlining those and not making major changes.
Focus will now switch to
content creation: enemy types (3-6 more), waves variation, player upgrades (at least 4 more) and polishing.
Game progression/session length is also quite final: 10 waves seem to be the right number but I'm considering
adding a difficulty selection at the start of the run that will make the game more challenging for veteran players. What do you think?
All the things
- Target Lock (B button/LMB) improved: aim assist + strafe-assist for stick controls
- Score combo tweaking: less emphasis on aggressive play, combo decay is now affected by time and gun use
- Disabled collisions with enemy fighters and aces
- Upgrade selection streamlined: less waiting after a wave clear and bonus upgrade on last wave
- IR-4 upgrade improved: ammo + maneuverability increase
- Wing Leaders and Rogues invulnerability time tweaking: 30% decrease
- AI sticks more to map center: this will lessen the problem of reaching map limits. I consider this one pretty much resolved except for maybe some HUD warnings approaching the limits at a later date
- HUD flashing on hits: target icons and menus are no more affected by it
- Intro music completed: https://www.youtube.com/watch?v=PC6rwBrSenQ
- Mouse input takes priority over other devices: should help solve input issues some of you are having
Shoutout to
Splattercatgaming for covering TD 🙏
That's it! 🫡