Repeated intro
Hello. I've decided to share some news about technical state of our game at this moment.
What changed
1 fix3 additions1 change0 removals
fixedThe mobs used to have a fixed AI behaviour with few checkboxes that allowed us to make some of them jump or stand still while attacking. Now almost all of them have their unique movement and attack logic.
addedAfter adding guided rockets, spidertrons received their CANONical guided rocket blast instead of a machinegun-like blaster fire. This made them much more dangerous on the battlefield, thus I had to change their color to orange, so players could see them more clearly (this goes against our artist's vision, but readability of the most dangerous enemy comes first for sake of good gameplay experience).
addedAdded a nice looking Quake-like water with full support of our bloody decals.
addedOur artist is finishing adding content for the second chapter - there are new arenas, enemies, weapons. Everything is beautiful and ahmospheric.
changedThe minimal amount of code needed for campaign scripting is almost ready. I'll start scripting the campaign very soon, and the current arena game mode will be transformed into an arcade survival challenge.
Super Bio-Man changes
fixedThe mobs used to have a fixed AI behaviour with few checkboxes that allowed us to make some of them jump or stand still while attacking. Now almost all of them have their unique movement and attack logic.
addedAfter adding guided rockets, spidertrons received their CANONical guided rocket blast instead of a machinegun-like blaster fire. This made them much more dangerous on the battlefield, thus I had to change their color to orange, so players could see them more clearly (this goes against our artist's vision, but readability of the most dangerous enemy comes first for sake of good gameplay experience).
addedAdded a nice looking Quake-like water with full support of our bloody decals.
addedOur artist is finishing adding content for the second chapter - there are new arenas, enemies, weapons. Everything is beautiful and ahmospheric.
changedThe minimal amount of code needed for campaign scripting is almost ready. I'll start scripting the campaign very soon, and the current arena game mode will be transformed into an arcade survival challenge.
The mobs used to have a fixed AI behaviour with few checkboxes that allowed us to make some of them jump or stand still while attacking. Now almost all of them have their unique movement and attack logic.
After adding guided rockets, spidertrons received their CANONical guided rocket blast instead of a machinegun-like blaster fire. This made them much more dangerous on the battlefield, thus I had to change their color to orange, so players could see them more clearly (this goes against our artist's vision, but readability of the most dangerous enemy comes first for sake of good gameplay experience).
The mobs were taught to peek around and jump over obstacles, and to spread more evenly on the arena. This makes them look a bit smarter than they really are. And this also makes them push each other around corners towards players :)
Added a nice looking Quake-like water with full support of our bloody decals.
Our artist is finishing adding content for the second chapter - there are new arenas, enemies, weapons. Everything is beautiful and ahmospheric.
The minimal amount of code needed for campaign scripting is almost ready. I'll start scripting the campaign very soon, and the current arena game mode will be transformed into an arcade survival challenge.
The game will be divided in chapters, each with unique weapons and enemies.
If everything goes according to our plan, we will prepare 3 chapters and several challenges for the release.