DevLog 5/30


Build 52 was released today. Thats a 11 build difference between the last one. Not too much included but very important changes.


A damage tracker has been added to the game. Its currently available by clicking the game speed multiplier at the top left of the screen. The damage tracker will become an item only available from the use of real money. Possibly from artifacts too. It took me a whole day to get the damage tracker to work for how simple it is. And the reason for that is because while making it, it was tracking even the enemies damage. Which at the time it shouldn't have. That is when i learned that units were hitting themselves. Long story short, it was a huge mess to get that fixed. I will end up re-coding that entire system some time in the future as i am sure there are some things left behind that are no longer used.

So as above, collision should be better, units shouldn't hit themselves anymore. That means players that were very projectile-heavy should be able to progress faster. While this also means the enemies will be a little harder too, so it may balance things out.


Enough about the update. Lets look into the future. I have some plans and goals for the next 2 or 3 weeks. One of them was introduced in this update, the damage tracker. Its been 6 months of active development on the game. Right now the game has 10 tier one units, and one tier two, the cinder. I want that to change. It takes a lot of time for me to make the units because i want them to look good, decent, unique, and most important is i want players to be able to identify them, with ease. So it takes a lot of time because of creativity. On some of the current units you can tell my experimentation. The Gat is the easiest to identify because of its iconic bright and easy silhouette. So more units are on the menu. And majority are planned to be tier two. That means the introduction of many new things too. A unit that has EMP is on deck. This unit will end up doing little damage and a slower fire rate, But the shot will immobilize the target for a short time. This was some things i had wished the players would talk to me about, The idea of adding more elements instead of just brute force. But i don't think adding too many elements like an EMP will change too much, its part of the game.. or will be. Another type of unit that has been planned, which will also make an introduction. Is air unit(s). Some may be anti-air. Some may be anti-ground. Maybe both! Which means the same for ground units. Like artillery will not directly attack air units, but their attacks could very well hit an air unit. And i think in those rare occasions the damage should be a little more. Air units will end up being a little weaker than ground units, but you will of course find those tanky ones. 

And.. you may have remembered i said one of the features of the plan was the damage tracker. That is because along with the additional units i plan to add to the game, it will be time to add in the store. I know many will think it is too soon, or why even at all. But I have put a lot of time into this game and i would really enjoy feeling more reward out of it. So the store push will lead to another push. I plan on attracting more players than the little 5 or so that we have now.  Aiming for more than 100. This may be a bit much at first, especially with the amount of bugs i have been smashing as of late. But i do spend a good amount of time smashing those bugs. Some are quick fix's, some are not. And chunks of code need to be re-coded entirely to make everything better. But with more players will come more player feedback. And that will help me make the game in a more enjoyable direction to the players.


That is the push, the goal, the plan! I have a lot of hype built up over adding more units. I just have to spend that great deal of time to make them. UGGGHH, if only i was good at 3d or photoshop.

Comments

Log in with itch.io to leave a comment.

this all sounds great im downloading the new version right now  up the great work man im love what your doing here.