Updates - New Style


After the previous art corner update, I realised to start really diving deep on feature design and build, I didn't want to get bogged down heavily in art, so for right now, I'm just using a modified off-the-shelf town asset. While it's not super pretty, it's sufficiently large to let players start to explode, to battle test the AI's navigation and to start automated testing via bots.

I've only had three hours to work on the game this weekend, so the new features is somewhat lacking.

New updates!

  • New enemy style, a fast lil' bug
  • New AI navigation that tries to vary attack ranges to make them harder to hit
  • Enemies can now run like a human player
  • Critical hits are now possible, increasing range and firepower, these also go up with rank
  • New classes are in, but not deployed - still working on making them unique. Present classes are Soldier, Heavy, Sniper and Pyro. I really want to work on an engineer, however.
  • Updates to UI flow
  • Updates to the name panel
  • Fixes for desynchronising of character positions

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