The Enemy Tanks and Drop Pods are finished. In terms of coding they were pretty simple in comparison to the helicopter, but to get them looking like I wanted I had to do some rigs/animations for them. The rigs are set up in a way that will let me put the finished model onto them very easy. Whilst creating these I decided to add more feedback to kills and attacks, killing any of these enemies will cause screen shaking, this has different intensities depending on the enemy and I will be incorporating it into all prevous enemies.
Aside from that I decided to do a complete overhaul of the players tank. I have been having a few issues with in since the early days, sometimes it would skip inputs or not go at the correct speed and just felt very floaty. I have still kept as much of the characteristics of the movement as possible but everything feels a lot sharper and responsive, this means I can speed up some elements of the gameplay without the player feeling that it was the controls fault that they got hit. Furthermore I have made it so the values are a lot easier to manage and are consistent, this will make possible power ups a much more painless process to implement.
One of the best examples of the problems with the old way is, when being fired at from above, if the player needs to swap the direction they are moving to dodge the tank would hang for a second and either force them to jump or take the hit. The direction swap is instant now so this is a thing of the past.
Next, I have decided to increase all of the scrap gains by 10 times. This is because originally using 1 per piece worked, but when introducing difficulty modifers it was difficult to increase or decreare rewards. For example if the player is playing on hard with all modifiers at max then that would be a 250% gain, which rounded up to 3, if they had anything lower than that percentage they would get 2 instead. Also making the game easier (max -60%) the player would still earn 1 as a minimum. 10 is a really easy number to work with on this since all changes will be a minimum of 10%. Also all shop items have scales to equal values.
Additionally, I have changed the rocket special ability to fire from the tank instead of the sky and make the arcs of fire a lot more varied. This was changed for two reasons, first I would be unable to do any indoor levels with the tank as that skill just wouldn't work or make sense. Second, the skill is more rewarding the more risk the player is willing to take now. At a long range it is a huge area of fire, but if the player gets close to something they can get a large amount of damage focused into a 3 second burst.
Finally, a video showing the 3 enemys complete with sound and the tightened controls.
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