Late update v0.0.4


(Is listing this as basically an alpha version even sensible any more?  I don't know...  I don't like the commitment involved with calling it v0.1)

So...  This update's a bit late.  That would be because on Friday I made the score system, then an hour later booted the project back up and it crashed on startup, before I could access the editor.  I managed to get that fixed by mid-Saturday after about 6 hours trial and error, the error being related to a 15kb file.  (Yes I'm salty.)  I might make a video dev log on that, because I feel like that's a good example of debugging and could be an interesting watch.

I was planning to upload earlier this morning, however I booted it up and realized I couldn't package, so I spent an hour or so debugging THAT issue, I forgot Visual Studio is used for more than just Unity when I installed it to make space.

And then once I fixed THAT, packaging still failed because some of the structs were corrupted and needed to be reimplemented or cleaned or...  I don' t even know any more...  It's been a long weekend...

So, sorry for the rambling log, I'm tired and it's not even noon yet...  Here's what I can recall for the changelog...


V0.0.4: The end is never the end is never the end

New features:

Minimap: There's now a minimap to show you where enemies are located and give you a better look at what the map looks like so you don't miss any of the map changes.

Wave Revision: I revised the wave system once again, so now it's easier to set things up and to accommodate endless mode better.

Endless Mode: On that note, there is now an endless mode.  When you beat a level, you can now choose to continue in endless mode where it'll continue to send more and more harder and harder waves.
(Notice: I don't guarantee that the endless waves are well balanced to ensure an inevitable demise.  My planned testing time was taken up by trying to re-open the project.)

Score system: Where's the fun in endless mode if there's no way to track how well you did?  So, now there's a scoring system where the more, harder enemies you kill the higher your score.  Your highest score is also saved so you can brag to your friends.  (Eventually, see above notice.)


Changes:

Wave revision:  As mentioned, the wave system's been revised, and as such all the waves already in the game have been changed to use them.  Maybe not in a balanced way, though...

Scaling: I bumped up the size of Myth and the Takos to increase visibility.  Although I'm still not quite sure if it's big enough, let me know.  (I might also add tower markers to the map like the Tako markers.)

Control tweaks: Modifying the camera speed, how it changes with height, and some other smaller tweaks should hopefully make it nicer to move around in the game.  I think I also inverted what direction the camera rotates, but after playing other games and changing it around there just isn't a consistent choice; Someone's going to be upset and it's going to be me no matter what I do.


Balancing:

The main balance change I remember was boosting Callidachi's health and the difficulty they have when they show up.  Now they're a worthy boss fight!



In terms of what I'll be working on next, I'm not quite sure yet.  Not dying to the heat for one.
Right now I'm thinking I might work on the sound system, though.  There's some things I want from my sound system that will make it more complicated than just "Play Sound At Location".  Namely, the fact that I don't want to hear 20 "a" a minute from every volcano.
Other than that, I might spend some time working on a new map, or fixing up the balance of the game for now.

Get [Hololive] Holodefense

Leave a comment

Log in with itch.io to leave a comment.