Version 0.2.0a Delayed


Ahoy!

I am disappointed so say that I didn't quite finish the update in the timeline I had planned. I ended up spending time on some new issues that popped up and while I solved all of those, and got about halfway through what I had planned, I didn't quite make it to the end.

I think I am going to hold back the update until I have finished the more meaningful features. I estimate 1-2 more weeks, really hoping to have it ready by the end of next week.

To give you an idea of where I am at now and where I want to get to before then:

  • I have implemented a drops system. Enemies now have a small chance to drop a health keg that restores health, and also gold coins ranging from 1-10 gold in value. Unfortunately I didn't complete adding any unlockables for you to spend these coins on, which is mainly why I feel pushing this update now feels premature. I'd like to, at the very least add some new ships to unlock. I'm also thinking of allowing you to choose a captain, and so the captain/ship combo will allow for different starting builds. I think the addition of captains is likely further out though.
  • I "fixed" the issue with Pathfinding breaking which led to enemies no longer spawning, and the map being littered with broken enemies. I put fixed in quotes because this is an issue in A* Pathfinding Project, and I cannot fix the actual issue because of it. I am seeking support, but it has yet to be delivered. Instead what I have done is implemented an enemy clean up that occurs so that distant/broken enemies are scrapped, allowing for new ones to spawn. This also led to me reworking the spawn logic altogether. Now enemies will spawn more frequently, but the cap on how many can exist at one time starts off small and increases as the run progresses.
  • I added a Run timer so you know how far into the level you are.

I am hoping I can push this out by the end of next week, I just want the next update to feel like a proper step forward instead of a half baked one.

Cheers!

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