Full notes
Full Electro Havoc update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Maps
- Performance
A few days before the Game Developers Conference (GDC) in San Francisco, I updated the playtest build with a massive update thanks to all of your feedback.
Here's a summary of the major changes:
New features and game updates
The aesthetic of the game incl. TileMap, space background, and ship have been overhauled
Player's ship now pays homage to the Electro Havoc logo (though still in progress) includes a thruster burn "tail" that reacts to the player's movements
Player's ship now rotates to direction of input
"Enemies left" counter added to help keep track of wave progress
Power-up compass indicator added that points you to off-screen power-ups
Enemy splash damage now has more unique animations and aligned color palette
Added "back button" support to controllers
Added Godot logo on start-up
Increased the map size and game resolution (from 720p to 1080p)
Enemies no longer cluster awkwardly close together or on TileMap boundaries
Enemies no longer "stick" to the player as easily, draining their life; instead they are repelled back upon initial damage
Added screen shake when enemies hit you
Spawn indicators now differentiated between power-ups and enemies to avoid confusion
Added damage numbers that appear above an enemy's head when your bullet collides with them
Introduced a critical hit capability, and corresponding Steam achievement to match
Extended the power-up time-outs on the map to give you more a chance of snagging it before it expires
Bug fixes and performance updates
Steam profile names no longer truncated
Shader updates to player's ship
Splash damage now only visible when it should be
Resolved A-Star pathfinding performance issues that could result from use of navigation elements on individual tiles vs. using a nav region
Upgraded TileMap Nodes to TileMapLayer Nodes for improved performance
Enemies no longer get stuck to player as easily
Enemies no longer spawn at power-up locations
Power-ups now consistently spawn after hitting "Try Again"
Enemies now completely self-destruct after game end, no longer leaving 1-2 stragglers
Addressed a few visual artifacts, spawn portals not visualizing in the right spots
If you haven't given the playtest a shot, please jump in and let me know what you think in the comments.
Source
Changelog.gg summarizes and formats this update. How we read updates.
