Version Pre-Alpha b1432
Updates
- Turret Placement Overhaul
- Turret Balancing
- Enemy Balancing
- 4 New Enemies added
- Behind the scenes stuff
- Changes to demo map
Turret Placement Overhaul
I stopped development on this project back in approximately end of Feb / start of March. I didn't like the feel or look of it at the time and I couldn't figure out why. But then the new turret placement system hit me.
So, turret placement has been overhauled again. No longer is it based on any kind of 'cells' strewn about the level. Instead it will be a 3d mesh that designates where turrets can be placed. This gives the level of freedom with turret placement that I felt the game severely lacked. It also gives me back some freedom in designing levels. I don't have to make sure that an arbitrary amount of squares can fit in a level. Instead, I can just design a level then plop a placement mesh on it.
I'm already really happy with the way turret placement works.
Turret Balancing
Really minor balancing done to some turrets. It was so small I can't even remember what it was, but it's there.
Enemy Balancing
Balancing done to enemy resistances, movement speed, and health. Health has been lowered for most enemies across the board. Will obviously need more changes in the future.
4 New Enemies Added (Soldier, Blacksmith, GeistHunter, Ranger)
- [Soldier]
30HP, 20% resist to Pumpkin / Bats, 25% weakness to Castle - [Blacksmith]
25HP, 50% resist to Burn, 30% resist to Lightning, no current weakness - [Geist Hunter]
22HP, 100% resist to Fear, no current weakness
Ability [Ghost Trapper]: Disable nearby Geist Haunt turret - [Ranger]
20HP, 75% resist to Moon Mystics, 20% weakness to Pumpkin, 40% weakness to Poison and Burn
Ability [Smoke Screen]: Unable to be targeted by turrets for short duration. While in Smoke Screen, movement speed is increased. Can still be damaged by AoE ie Pumpkin's Burn splash, Alchemist Poison splash, Bats.
Behind the Scenes Stuff
This has mostly been me learning new things. I've started working on Object Pooling which is why the damage numbers have made a comeback.
Changes to Demo Map
New demo map is made entirely out of 2 prefabs and some quads. The new map was implemented to work with the new turret placement system.
So What's Next?
The new enemies that have abilities need to be finished. After that I want to start on some art assets but more often than not I end up doing some more coding stuff.
That's all for now! Peace out~