Full notes
Full Mycopunk update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello! It’s almost June, which means we’re approaching the worst season of the year. But that has nothing to do with Mycopunk, so let’s move on to what we’ve been working on this week!
What changed
- Events
- Gameplay
- Balance
- UI and audio
Incursion
We’ve been prototyping a new mission (currently called Incursion) for the next update. Incursion rewards you for each floor of an underground facility your progress through.
I made a simple system for creating a random set of rooms for this mission. It basically goes:
Choose a random room from the list that has a doorway that fits the current room’s exit
If it overlaps any already-placed room, discard and try another
If we’ve tried all possible rooms and they all overlap, delete the previous room and pick another one
Repeat until all rooms are placed
It’s about as dumb as you can get but it works perfectly for this mission.
Enemies
Our enemy redesign continues! This week we finished updating all of the brutes. The copter brutes were in particular need of an update. The acid pisser didn’t even have a real model for its blades before:
Now the copter brutes have large turbines that look cool. But more importantly, they’re easier to hit. Their core has more health than usual, but it’s exposed at the bottom so can damage it directly.
I also made some changes to how enemy arms & lasers behave to fix that annoying issue where they would start jittering around if you got too close. Lasers in particular will be more consistent and won’t occasionally lock onto you with perfect accuracy. Yay.
-Liam
Elemental Sounds
In an ongoing effort to make upgrades in the game feel more unique and interesting, we’ve been introducing alternate firing sounds for guns depending on their element. Starting with the Cycler, 4 new firing sounds were created, with future support for any of the other element types in case the Cycler ever gets Bees or Water.
The goal for these new sounds is to eventually allow players in game to audibly hear their upgrades interacting with one another. For example, using an elemental upgrade on the Cycler, combined with the plasma bullet upgrade ‘Condensed Ejection’, would play unique firing sounds that are different from the standard plasma fire, or standard SMG element fire.
With so many upgrade combinations in the game, the goal is to create new audio for as many unique interactions as possible, starting with the most obvious ones first like the elemental firing sounds.
-Nick
Source
Changelog.gg summarizes and formats this update. How we read updates.
