Berserkrgangr is a little 3v3 moba. Customize your character gameplay through different skills, raise towers, level them and try to conquer the enemy field.
Working on a new entity-component-friendly network architecture. Plan for the next weeks.
I made some bots, they are beautifully moving around and profoundly dumb - Rewrote my event system so that i won't be scared to play with the server code...
Playtest fail - Event system rewrite - Bananas - World collapsing
Added new healer skill & cooldowns. Fixed towers bugs, crash, fonts and overall preventing the game to crash for stupid reasons in the playtest.
Fixed bugs around towers & banners mechanics, netcode, sounds and bananas.
Pixel fonts, more tooltips, more colors and less bugs and more bugs and less bugs and more bugs and less bugs and more bugs (╯°□°）╯︵ ┻━┻...
Skills selection, energy mechanics part2 and a bunch of fixes.
Reworked the tower leveling, added toolbars and fixed a bunch of stuff.
Netcode improvement, screenshaking, collisions, towers and code refactoring.
Have my player-targeting system working, also, elephants.
A week of fixing stuff, tweaking the aim / focus system and code cleaning.
Visual feedbacks on some skills have been added, animations have been fixed, a chat implemented and some thoughts about mechanics around energy and life.
New shiny barrels ! Pushed the map engine to the actual game, *destroyable* barrels, thoughts on the aim system relative to the character animations.
Reworked my map engine, lifted one character to fit the viking theme, thoughts about a new focus system (hint: no focus) and a little bit of viking history...
I have finally implemented the map in the game handling depth-sorting and collisions.