This week has been a busy one. What the focus of this update was all about was to change the game to provide more feedback.
Full notes
Full Onslaught: Armoured Assault update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions1 change0 removals
Balance
Gameplay
changedThis week has been a busy one. What the focus of this update was all about was to change the game to provide more feedback. The first thing I worked on was creating a system that allowed not only the health and shield to displayed above the structures and units but other values depending on what I wanted. Here are a few screenshots to help explain what I mean.
addedThe next thing that I wanted to work on was selection feedback, it is still quite an issue in my game where you select a building and you don't know which one you selected, so now there is a selection arrow. This video helps in explaining what I wanted to achieve. https://youtu.be/qPB_FNQYiu0 The next thing on my to-do list for this week was to finish off a much-requested feature. Now it’s currently called Object Stats, but that name could change over time. Essentially what I’m trying to do is creating a system in the game where anyone can view what objects are in the game with a small description as well as displaying important values. although its 95% done there are some small changes that need to work into it. Here are some screenshots of the new system working
addedThe last thing that I worked on this week was some balancing with the enemy units, the enemy units health and shield have been scaled to fit closely with the player unit stats. not only that the damage has been changed on a few weapons to compensate for such a drastic change. There really aren’t any screenshots to show you of this change but playing the game you will notice them. The final thing that I worked on this week was a rework of the random event system and the pirates. Pirates now spawn frigates every 60-90 depending on a random generation. the number of frigates is dependent on the difficulty that you choose. Not only that but now the pirate leader ship (Big Skull Ship) as most people are calling it, now spawns from a random outpost every 10 minutes. to stop them from spawning you must kill all the outpost, giving a new object for you to achieve in the game. The random event system reworks so the removal of the pirate ship and the additions of an asteroid storm. The asteroid storm spawns over a certain amount of time. after that time around 3000 asteroids will spawn from the right side of your screen. each asteroid will damage anything on impact. the damage it does to shields is very small of 2 but to hull its 30. The best strategy is to put ships with large shields in front of ones without.
Onslaught: Armoured Assault changes
changedThis week has been a busy one. What the focus of this update was all about was to change the game to provide more feedback. The first thing I worked on was creating a system that allowed not only the health and shield to displayed above the structures and units but other values depending on what I wanted. Here are a few screenshots to help explain what I mean.
addedThe next thing that I wanted to work on was selection feedback, it is still quite an issue in my game where you select a building and you don't know which one you selected, so now there is a selection arrow. This video helps in explaining what I wanted to achieve. https://youtu.be/qPB_FNQYiu0 The next thing on my to-do list for this week was to finish off a much-requested feature. Now it’s currently called Object Stats, but that name could change over time. Essentially what I’m trying to do is creating a system in the game where anyone can view what objects are in the game with a small description as well as displaying important values. although its 95% done there are some small changes that need to work into it. Here are some screenshots of the new system working
addedThe last thing that I worked on this week was some balancing with the enemy units, the enemy units health and shield have been scaled to fit closely with the player unit stats. not only that the damage has been changed on a few weapons to compensate for such a drastic change. There really aren’t any screenshots to show you of this change but playing the game you will notice them. The final thing that I worked on this week was a rework of the random event system and the pirates. Pirates now spawn frigates every 60-90 depending on a random generation. the number of frigates is dependent on the difficulty that you choose. Not only that but now the pirate leader ship (Big Skull Ship) as most people are calling it, now spawns from a random outpost every 10 minutes. to stop them from spawning you must kill all the outpost, giving a new object for you to achieve in the game. The random event system reworks so the removal of the pirate ship and the additions of an asteroid storm. The asteroid storm spawns over a certain amount of time. after that time around 3000 asteroids will spawn from the right side of your screen. each asteroid will damage anything on impact. the damage it does to shields is very small of 2 but to hull its 30. The best strategy is to put ships with large shields in front of ones without.
This week has been a busy one. What the focus of this update was all about was to change the game to provide more feedback. The first thing I worked on was creating a system that allowed not only the health and shield to displayed above the structures and units but other values depending on what I wanted. Here are a few screenshots to help explain what I mean.
The next thing that I wanted to work on was selection feedback, it is still quite an issue in my game where you select a building and you don't know which one you selected, so now there is a selection arrow. This video helps in explaining what I wanted to achieve. https://youtu.be/qPB_FNQYiu0 The next thing on my to-do list for this week was to finish off a much-requested feature. Now it’s currently called Object Stats, but that name could change over time. Essentially what I’m trying to do is creating a system in the game where anyone can view what objects are in the game with a small description as well as displaying important values. although its 95% done there are some small changes that need to work into it. Here are some screenshots of the new system working
The last thing that I worked on this week was some balancing with the enemy units, the enemy units health and shield have been scaled to fit closely with the player unit stats. not only that the damage has been changed on a few weapons to compensate for such a drastic change. There really aren’t any screenshots to show you of this change but playing the game you will notice them. The final thing that I worked on this week was a rework of the random event system and the pirates. Pirates now spawn frigates every 60-90 depending on a random generation. the number of frigates is dependent on the difficulty that you choose. Not only that but now the pirate leader ship (Big Skull Ship) as most people are calling it, now spawns from a random outpost every 10 minutes. to stop them from spawning you must kill all the outpost, giving a new object for you to achieve in the game. The random event system reworks so the removal of the pirate ship and the additions of an asteroid storm. The asteroid storm spawns over a certain amount of time. after that time around 3000 asteroids will spawn from the right side of your screen. each asteroid will damage anything on impact. the damage it does to shields is very small of 2 but to hull its 30. The best strategy is to put ships with large shields in front of ones without.
It’s quite hard to show them in the game now as they are still a Work in Progress. Update 1.3 release is getting closer so if you enjoy what you see feel free to like this post, but if you have some more feedback or suggestions please comment on the post or in the discussion section of the game post your feedback