It has been a while.
Since the last update I have been working hard on reworking several parts of the game to better fit my original vision of a procedural sci-fi shooter with light RPG elements and intricate combat.
This meant this update took a lot longer than planned but it was a necessary detour and the game is better for it.
The changes in this update are too numerous to list so here is an overview of the major changes:
- The tlied levels have been replaced with handmade sections containing scripted sequences.
- Generating the levels with tiles limited both gameplay and visuals and made it difficult to created varied combat enecounters.
- This change has also resulted in a major visual overhaul.
- Enemy combat behaviours have been reworked to create a faster and more consistent combat experience.
- The previous AI focused too heavily on self preseveration and intelligent positioning, which sounds impressive but often meant that enemies played overly defensive slowing the pace of the game down.
- The new behaviours are more straightforward and aggressive making handling large numbers of enemies easier and (slightly) less chaotic.
- The weapon and ammo system has also received major changes.
- Two new secondary ammo types have been added: Explosives and Antimatter.
- All ships can now carry one weapon of each ammo type for a total of 6 weapons.
- All ships now carry the Laser as a fallback weapon with infinite ammo.