Hi all,
While recording the gameplay to make the new trailer, I kept tweaking the VFX more. If you caught me streaming in past 5 hours, you know what I mean. This build contains those changes and some enhancements to the level editor. Here's an itemized list
- Now all the towers cost the same energy to build (except Wall). This energy can be changed by assigning up to 20 crystals to the Cost attribute. This change achieves two effects. The energy-to-crystal ratio remains same across all towers. And this makes Shock and Laser towers cheaper than before, encouraging their usage (after all they have the most glowing juicy effects). My previous assumption that the special nature of these towers should make them more expensive doesn't seem fair. Even though their special nature makes them powerful in certain scenarios, it makes them weaker in general purpose scenario when compared the the Gun. So all should have same costs.
VFX changes
- Updated Spike hit and gate explosion SFX
- Updated most of the explosion and hit VFX to contain more glow, which makes the action more energetic.
- Fixed the lingering gate aim indicator if Tower is reclaimed while in focus
- Added a stem to the healing beam emanating from the healing flowers
- Added a new hit VFX on the enemy when it's hit by a shock wave (in addition to the concussion expression)
- Removed the bubble vfx when enemy is wading through the water. It doesn't look that nice and it may as well be absent
- Enhanced to the Settings UI. Added Save and Reset buttons.
Editor changes
- Fixed the sluggishness in the Level Editor UI
- Added brush size for terrain painting
- Optimized the redraw code in level editor making the painting much faster and smoother
- Added controls to modify the enemy spawn details from the gate.
Tower Cost balancing
I'll be streaming live on the afternoons in the next 3 days, as part of the "Games from Quebec" sale event. Join me to check out some new levels.
Cheers!
