Taking the feedback of the combat demo into account, we've began making changes and improvement. This will be the first in a series of updates that will be applied to the demo as we strive to get the experience of combat in the game to feel great.
Lighting and Fog Adjustments
We've increased the intensity and modified the direction of the light to make the game easier to see. We've also extended the distance and angle of fog clearing of player characters to make revealing the level easier.
Adjustment on Enemy Spawning
To increase the difficulty a bit, we've increased the potential number of spawns of enemies on the test level. We've also given them the chance of spawn with higher ranks, further increasing difficulty. Encounters should be deadlier now.
Map Adjustments
We've expanded the side areas a bit to make them easier to navigate and traverse, and removed spawns for some potentially blocking objects. We've also added new prefabs for the buildings to add a bit of variety. (Interiors are still empty, but they'll come at some point! I'm only one guy building this!)
Bug Fixes
- Fixed the material for displaying the player's chosen unit as well as their movement range.
- Fixed a couple of bad tiles that were pushing the player down when they shouldn't.
- Fixed an issue where an enemy could spawn inside of a building and be completely unreachable.
- Fixed a spawner that allowed a player unit to start the game in deep enemy territory.
- Fixed an issue where the starting camera could be in a very undesirable start location.
- Start up message should now only popup on your first playthrough.
- Improved AI logic a bit further when it comes to navigation.
As always, extremely grateful for feedback received, as it gives me something to work towards as the game reaches the later stages. Once the combat in the demo reaches a solid level, we'll expand on more features to get closer to a proper vertical slice of the game.
Happy Striking!
