Progress report


Happy midsummer everyone!

There has not been a lot of visible progress since the last alpha update. I have had a couple of testers play the game, and based on the feedback, I've already made some small changes that improve the gameplay significantly. For example, the score items dropped by distant killed enemies no longer need to be manually collected as their attract distance is now practically infinite.

Some time ago, I worked on a "tank" enemy type with destructible weak points but I ended up removing it because it just wasn't fun to fight and looked really bad. Now I brought it back from the dead to try again. It already looks a lot less ugly with its new model and the fun part is getting there..

The basic idea is that it takes a lot of damage but hitting those glowing weak points with projectile weapons multiply the applied damage. And when a weak point is completely destroyed, the enemy's movement slows down a bit, making it easier to reach the remaining weak points.

Under the hood, I've had to make some changes to make this possible. In addition to implementing the weak points, the character controller needed refactoring to make rotation speed limitation more accurate and frame rate independent, especially at low speeds. I also had to refactor the collision handling quite a bit to allow using convex non-symmetric collisions shapes for the enemies and to support less regular character body shapes in general.

Get Phobos Down

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