Not a ton to talk about the game, though I loaded up my map in blender and started working on squishing it down so that the player doesn't need to travel as far to get around, since several people (rightly) said the map was too big. I realized it but the way I put the map together makes fixing it more time consuming so I didn't risk updating it during the jam. I still need to figure out how beyond the instructions to make which terminals are hacked more obvious since you don't see a terminal with the lights off right away.
I still need to fix the enemy hitboxes, I think I'm going to try just adding a second collision region based on the mesh and see if that causes any problems for the AI but I haven't gotten around to it yet. Also need to make a new sound for the very existence of the spawned enemy drones so if they spawn behind you it isn't a complete shock when they shoot you in the back (I've already made it so that they delay firing the first time by 1.5 seconds to give you a chance to react, but that doesn't help if you're facing away).
After that I need to find more juice to add. Oh one user didn't notice the particles that spit out of the gun when shooting so clearly that needs work, probably going to add hitsparks where the raycast hits upon firing. Lots of polish, but overall I'm still proud of what I managed to put together, especially when my motivation was pretty low for the first few days of the jam. Honestly at one point I was not sure I would complete it.
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