Posted March 23, 2023 by Pelf
Finally finished the post-jam update after... two and a half months. Woops. I was hoping to get something out sooner but here we are. There's no major gameplay changes (some AI improvements is all) but it is now what I would consider a "complete" game, i.e. it has a main menu, persistent settings & scores, a tutorial, and everything should be generally more well polished. I also decided to change the name slightly; it should now roll off the tongue slightly easier.
The one issue I couldn’t fix was making a functional webgl build. The problem I was having was that all the balls that exist in the level when the level is loaded would fall through the world and die, thus giving the player free points (and no longer exist in the world to kill or be killed). I eventually tracked down an issue report (I can’t find it anymore) describing how it is a known PhysX bug in webgl and as such Unity won’t fix it. So the takeaway is that if you use physics in a webgl game, roll a dice for whether or not your physics objects will phase through the world!
On to the changelog...
Changes:
Fixes:
This probably wraps up work on this game. It was valuable experience to actually finish and polish something for a change, instead of leaving the project with a week or less worth of work. I may port some of the improved systems I made over to Orbit Guard (shotgun improvements, better A* implementation) and add more levels to that game. Keep an eye out!