Hi all,
A new instalment of eye-candy updates. This time it's the Enemy gate.
The main target of the gameplay is the Enemy gate. The Guns have to shoot it down in order to win. So it has to look hard to break. I went through several design choices, but finally settled on a rock shaped like a skull. It feels great when it cracks open at the end.
Another major hurdle is the creep. Continuing my experiments with the colors, I decided to use a red tint for the creep which works as a good backdrop for enemy and towers. White skull and red tentacled creep makes sense.
Here's a complete list of changes:
- Skull gate design, with new VFX and SFX for emergence and destruction of the gate
- Tentacled creep design with new hit VFX
- An indicator ring on the gate that lights up when you hover over a tower that has the gate in its range. This saves you from guessing if the range of tower is enough to shoot on the gate.
- Improved the Spike damage sequence, so that enemy is spiked when it reaches to the center of the spike. New VFX and SFX.
- The health of the gate is not the same in all levels. It's now shown in the Gate panel when you hover over the gate. That gives you an idea of how difficult it's going to be to destroy the gate.
- Added slide-in animations for the help panels and the Pause panel
- Added a handler for Steam overlay invocation which cause the game to pause if you invoke steam overlay (Shift+tab).
- A demo build is now available again
That's all. Keep an eye for some special events coming up later in this week. I'll be live streaming on the Steam page this week as part of an event. I'll design new maps and play them live. Hope you will join me.
Cheers!
