Devlogs
Rogue Space - Post 7DRL Jam Launch
Patch Notes 30/04/23 - Post 7DRL Jam Launch
New Features
- Added Online Leaderboard to store players highest scores
- Added Leaderboard Panel accessible via Start Screen
- Added Highscore tag field to Start Screen
- Added Personal Best/Highscore display to Start Screen
- Added New Utility Item: Target Projection System
- New Item adds a display icon that shows where an enemy ship will be in the future
- Upgrades add an additional display icon that shows where an enemy ship will be further into the future
- Added placeable waypoints to the world map
- Player can now choose between navigating based on the nearest shop/repair, or by waypoints
- Added Volume sliders to start menu
- Added Scrolling background effect to start menu
Enemy AI Changes
- Added new weapons to Nebula specific enemies
- Before, used the same weapons as non-nebula enemies. Now, use different weapons. New weapons can be distinguished by their colour (regular enemies shoot red projectiles, nebula specific enemies shoot pink/purple projectiles)
- Reworked and made entensive improvements to enemy ships' AI
- Reworked Enemy Asteroid Evasion (EAE) system.
- EAE can now better forecast its future position
- EAE can perform evasive maneuvers to a finer level of detail (before approx 0.5s, now approx 0.2s intervals)
- EAE can now make necessary corrections to avoid asteroids when travelling at high speeds
- Improved enemy ships' ability to project where the player will be
- Improves enemies accuracy
- Improves enemies ability to pursue player
- Reworked how the speed of enemy ships is calculated
- Before, enemies move slower than the player and at a fixed rate over their whole lifetime. Now, enemies are generally faster, but lose speed after they spawn depending on how long they have been in the world
Tweaks and Balances
- Reworked how munition (lasers, bullets, rockets) velocity is calculated
- Before, an absolute value was used no matter how fast the weapon was travelling. Now, munition speeds are calculated using a projection algorithm
- Increased spawning rate of enemies in Nebula biomes
- Swapped Enemy Shield bar colours
- Increased value of drops from killing enemies
Dev Comment: In the original release, killing enemies gave players very little money. Drops have been increased across the board to address this issue.
- Adjusted drop values from mining Asteroids
- Adjusted drop values when mining different sized asteroids
- Increased drops when an asteroid is fully mined
- Reduced the amount of asteroids that spawn in "Empty Space" significantly
- Added more variation in the rotational speed and velocity of asteroids
- Added SFX when firing Homing and Triple Homing Missiles
- Adjusted Merchant ship spawning algorithm so that more shops spawn closer to the players spawn position
- Adjusted Player-Asteroid collision mechanics
- Before player could get stuck after colliding with an asteroid. Now player bounces off asteroids
- Adjusted various weapons damage values, base costs and upgrade costs
- Added variation in Drop rotation
- Reduced speed of Scrolling background (Stars) to a more realistic level
Bug Fixes
- Fixed Enemy health bars not following enemies correctly
- Fixed bug where world would generate incorrectly in the lower-left quadrant
- Fixed New Highscore alert on Game-Over Popup not displaying correctly
- Fixed bug where Background stars and Nebula would sometimes jitter when the player was moving at high speeds
Removed/Deprecated Features
Dev comment: Camera rotation has been moved because: a) it was clunky and was hard to use with little benefit to the player and b) it caused visual distortions.
Dev comment: Dust effect looked a bit odd and did not convey the feeling of momentum that was desired
END