Going away this weekend again to California for more meetings, but wanted to leave a new mechanic and visuals for the beta branch.
Spawn point enabling
Instead of every spawn point in a gate zone being enabled at once, active spawn points will be determined by enemy distance to the gate.
This means that as you push the enemies back, they will only spawn from points that are farther back, enabling you to take ground against them.
Likewise if an enemy breaks past your defenses, they will open up spawn points they pass, enabling enemies to spawn closer to the gate, forcing you to retreat.
This system is completely dynamic and will constantly be activating/deactivating spawn points as you battle the enemies, in a tug of war style.
The individual enemy difficulty was not increased, so expect the game to be much easier, it's more a test of how the system feels in general and if it plays how you would expect.
Player Head
As we are moving to more custom art, we have the first 3D portion of our player armor.
The intent is for the hood to remain constant while the masks are collectible and interchangeable, each granting a different power/effect. We will be adding additional effects (glow, particles, etc) but for now just the mesh and material has been added.
The bottom of the cowl also follows the chest armor, so it should look quite organic but without the overhead of cloth physics.
Obviously this is something that will be more visible in multiplayer, so I encourage you to try out multiplayer games in the beta and see how it looks!
Looking forward to more feedback to implement once I return next Monday :)
