We’re implementing the finished “armored knasher” and trying to get the eating animation just right. We’re having a few technical problems with the “spore mine” (tentacle football) that we hope to resolve by tomorrow.
In additional, we’ve started conceptual work on a small, prey-type creature with an electrical-based attack.
New mechanics are implemented for the fifth story mission. (Note: Between us, this means all the communications buoys you may deploy throughout the game start to yield critical information about the location of the final boss).
Not only are we finishing the fifth story mission, we’re implemented new nebula particle effects for it to make the whole thing look very intimidating.
We’ll also break ground on a whole new disaster: what happens when your shields break down. We haven’t quite decided what the repair mechanics will be for that yet and are still kicking some ideas around.
The bestiary will also be expanding to visually illustrate creature weaknesses and armored spots as the player discovers them.
All in all, exciting changes for Deep Sixed.