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Greenlight
Hello everyone! We are happy to announce that we've just entered Steam Greenlight! I've updated the video in the first post.
We’ve been busy adding loads of cool new stuff to the game (as well as one of us moving cities!) as well as giving the game some TLC in the visuals department, some of which you'll see in the video.
Combat wall of bullets problemWe think we’ve pretty much solved this now and I think the combat is feeling good and different also. It’s more about finding gaps between the projectiles and leveraging your position in the level. You have to employ a little strategy to how you approach each group of enemies, but you should be able to find a way through.
We made the flamingo even more agile and tweaked a few other things like the wall cling and it’s all helped to make the game much more satisfying.
NavigationSuprise! I also developed a fairly simple navigation system for some of the enemies. This was essential, as the movement of some of the enemies used to seem quite dumb, get stuck behind objects in between them and the player.
If you’re interested, this is how it works:
The navigation system uses a grid of navigable cells.
I process all of the separate rooms (that we stitch together each floor), for their navigable cells.
The room grids are then moved into a master navigation grid.
I then use A* to get a path from cell to cell.
I’m guessing that a polygonal representation of the navigable areas would be more efficient, if only memory wise, but this approach was effective for development, as I understood it more easily and could get to work on it immediately.
Some of the paths generated aren’t great, so I intend to work on that some more, also there could definitely be optimisations, as searching through a large grid is very wasteful when you only usually need to check a few rooms at a time.
Overall the enemies are way more interesting to fight, as they will come and hunt you down and create more interesting situations.
BossesWe’ve just about finished integrating two bosses now, bar a few minor issues and bugs. We are pretty happy with how these turned out.
New Traps and HazardsVertical laser traps change the flow of the game. They also absorb bullets to mix things up. For example you an enemy will suddenly find their projectile blocked in the heat of battle, either saving you damage or being vulnerable for that little longer.
Arrow traps and horizontal laser traps
Popup spikes (that you can shoot)
Ball traps, look out for the pressure plates!
- these are really fun and unexpected
Sentry gunWe’ve also been sprucing up the Sentry Gun. This is carried as a weapon and can be deployed anywhere you see it giving you an advantage.
SentinelsWe’ve also been working on a new feature called Sentinels. These appear on some floors and stop you progressing unless you destroy them. They are kind of like mini-bosses. Each one has a different attack, they are quite difficult to eliminate but give a lot Tekcells (credits) when you do.
These change the pace of the game.
I spent a fair amount of time tailoring the level generation to select rooms containing the Sentinels and to distribute them evenly through the floor.
That's all folks, I hope you found interesting!
Thanks for voting for us on
Greenlight!