Update 0.607 released

PION · published


It has been a while.

Since the last update I have been working hard on reworking several parts of the game to better fit my original vision of a procedural sci-fi shooter with light RPG elements and intricate combat.

This meant this update took a lot longer than planned but it was a necessary detour and the game is better for it.
The changes in this update are too numerous to list so here is an overview of the major changes:

  • The tlied levels have been replaced with handmade sections containing scripted sequences.
  • Generating the levels with tiles limited both gameplay and visuals and made it difficult to created varied combat enecounters.
  • This change has also resulted in a major visual overhaul.
  • Enemy combat behaviours have been reworked to create a faster and more consistent combat experience.
  • The previous AI focused too heavily on self preseveration and intelligent positioning, which sounds impressive but often meant that enemies played overly defensive slowing the pace of the game down.
  • The new behaviours are more straightforward and aggressive making handling large numbers of enemies easier and (slightly) less chaotic.
  • The weapon and ammo system has also received major changes.
  • Two new secondary ammo types have been added: Explosives and Antimatter.
  • All ships can now carry one weapon of each ammo type for a total of 6 weapons.
  • All ships now carry the Laser as a fallback weapon with infinite ammo.

  • Enemies now display a health bar, name and level upon taking damage.
  • All enemies have a level value which determines how resistant they are to damage.
  • The damage, knockback and stun duration an enemy recieves is affected by their level relative to the players weapon level.
  • Weapon level can be increased by collecting powerups that are scattered throughout the map and dropped from enemies.