среда, 30 сентября 2015 г.

Developed new ship and made rough menu prototype

Artist modeled new ship: Fregate Seth. Two decks ship more versatile and big than good old corvete Nemesis.

 As seen below - new ship is bigger and has more room to play with. It can contain big weapons now. Beamers and heavy cannons, and missile racks.
 And I will add it to ship hangar. It will be opened after first chapter.

Basically new ship is two first ships in one piece. With bigger energy generator and hull strength.

Menu prototype
Menu looks like



Now I can concentrate to make game playable from start to finish. And it will have leader board.

New logo introduced
 Artist drawn new logo and it's awesome

Now game will fit in shape. And in near future new demo with new graphics and mechanics will be accessible.

пятница, 25 сентября 2015 г.

New UI style for tower selector screen

Artist drawn new UI images and now it looks more interesting.
After croping and attaching to scene it looks cool:





Now UI more readable and usable. I will test it and add after tutorial levels.

For future scenes: blueprints, upgrades and ships also have new ui idea. Tomorrow will refit all images on these scenes.

Prototypes looks like:
Ship selector window
Here will be placed list of available ships and their characteristics: nanofactories count, energy potential, hull strength and cost.

 Blueprints window
Will display which blueprints now available to work with and select them for use in next game level.

In game UI


 Here you can see text window with attached to it avatar window and minimap of next enemy. To left - support buttons, from top - towers/modules to use.

New UI looks pretty and I will use it later in unlock scene and between scene dialogs.

четверг, 17 сентября 2015 г.

Level with energo shield and missile strike

Implemented new level with energy shield. In battle it proves self usefulness. Halving damage from these pesky rockets and mostly shrug off laser beams.



Mostly helps win game without support. But sometime missile strike support is handy. Main problem with shields I have - define how much damage it will consume before destruction and percent of damage redirected from modules.


Shield life is also difficult matter to deduce. Too small and it is not useful at all. Too big and one shield sit here forever and no need to upgrade it to later versions.





Shielding area transformed from up only to down and up (in mk3) and take cover for cockpit. Mostly cockpit is the module we must defend, but shield sit above it and do nothing about defending most crucial part of ship.

Maybe later we can upgrade cockpit to have self energy shield. But now it will use shielding module.

Double nanofactories
I wished to use double nano-factories, but wish to use it as upgrade, that player can use later in game. But for tutorial (and learning) reason it must be shown to player for rise interest of exploration.
 

понедельник, 14 сентября 2015 г.

Energo-shield generator added

I'm decide to improve defense of ship. First line is armor. But missiles and cannons deals too much damage. And this made possible to make energy shield generator.






Development of this module was pretty fun. Minimal logic update on current architecture and shield can halve damage from cannons and missiles. Laser damage almost consumed by shield (15% to module). So, missiles now can be handled.

But for dealing with swarm of missiles most powerful energy shield will overburdens.

And I decide to make AMS (anti missile system) with small missile-bots for interception of these pesky missiles.

среда, 2 сентября 2015 г.

Developing unlockables as external scene

For logical reason decide to move unlockables to new scene (as seen in Plants vs Zombies).

This is good idea to have more space to show what you unlocked and how it can help.






Maybe I will add animation and demonstration video how this new module works. Think about Youtube as storage. This can help player to determine what is this thing and how to use it.