Hostile Mars is a Tower-Defense Factory-Building game. You must create efficient supply chains, salvage destroyed enemies, and upgrade structures to support your gigantic cannons that defend your base against thousands of enemies.
Upgrade everything to a ridiculous degree. Laser turrets come in sizes 1, 2, 3, or 120.
Enemy drones pour over the hills and tower above you. You will need every upgrade you can get to defend against them.
You don’t have time to defend your base and acquire supplies!
Instead, create supply lines by automating hundreds of delivery bots to harvest ore and resupply your base.
This week was spent on a number of improvements with a goal to get the build into playtesting soon. I've also created a road map for the development up until PC and Console launch.
I wasn't happy with how the enemy interactions were so I reworked the behavior coding on how they react to bullet hits, seeing the player, and pursuing the player. It's getting better day by day. Here are a few of the things that were completed this week:
Moving along to the turrets! I want to have the base turrets in the game and upgradable within the next few weeks, which include:
I hope to have the VFX done in the next few weeks to show this one in action!
There are also a few new variants to the plant life on Mars, as seen here:
Looks like the terraforming activities paid off! I wonder if these can be harvested for use ...
I've also further polished the IK Conversion to be Data-Oriented and am seeing great results. Here is a test showing the performance difference between the traditional game object/object-oriented paradigm coding and data-oriented focused coding:
As promised, here is the roadmap for development:
Next week I am going to be implementing more enemy behaviors, focused on the ground enemies.
Ground enemies take more damage from most damage-based traps while being more resistant to physics-based traps such as force traps and other movement-altering traps.
After that I will be introducing combining enemies, a new enemy type that gets stronger with units packed closer together.
That's it for this week, another update on progress next week!
Hostile Mars Devlog Update 03: Plants! (Lichens and Bryophytes), Laser Traps, New Robot Textures, and Data-Oriented Design: Inverse Kinematics.
Development Update Highlights: Parted Enemies, Force Trap, and other New Models!
Development Update Highlights: New Models! Command Center, Refinery, Drill, Power Distributor, and more. New Features Implemented: Salvageable Items...
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.