Devlogs
Update Version 0.2.0a
Ahoy!
I want to start out by saying, I recommend waiting for the next update to really give this another play. I am going to slow down my release schedule so I can provide more meaningful gameplay updates. I want to flesh out the entirety of the gameplay loop and mechanics in the next update, and then after that I might be able to pick up the pace again. It just seems silly to release an update that, while it adds a new component to the game, the game's systems as a whole still feel largely incomplete.
That being said, I wanted to push this update regardless, because it's what I said I'd do. So here are the details:
New Features Summary:
- Added a chance for monsters to drop gold. Gold will carry across runs and can be used to unlock new things.
- Added a new ship to unlock. The new ship has 4 starting cannons, but moves slower.
- Added a chance for enemies to drop a health keg which will heal you when collided with.
- Created a run timer.
- Created a run summary on the Game Over screen.
Bugs Fixes / Dirty Details
- Created a system for unlocking "unlockables" to support easily adding all future unlockable objects.
- Fixed issues with Pathfinding breaking when too many enemies were spawned.
- Added enemy clean up logic for enemies too far from player.
- Created system for dropping items and loot tables to support easily adding additional drops.
- Created dynamic menu system for handling lists of unlockables.
- Implemented auto-saving for gold and unlockables.
- Created a ton of bugs and then fixed them.
- Fixed an issue where one-shotting enemies would skip a surrender check.
- Rebalanced the mass of player and enemies.