Devlogs
v0.3.6: Shop and Upgrade tweaks
Posted July 14, 2024 by Ian
#drone #balance #upgrades #shop
Really just a few small things here.
- Make Firing Drone shoot an Auto Cannon bullet which is then upgraded, the base values fluctuate too much if it copies the actual weapon. I can and will revisit this but the discrepancy in Firing Drone performance based on the chosen weapon was too high.
- +2 Projectile Count upgrade is gone. +1 Projectile Count upgrade is now Legendary.
- Do not show Engineer players the Fire Rate upgrade, since they have no weapon and it modifies nothing. (The other weapon-based upgrades, like Projectile Damage, _do_ work, since they impact your Firing Drones.)
- Do not show Heat Ray players the Fire Rate upgrade. The Heat Ray functions as hitscan, it does not use a fire rate.
- Shift Projectile Damage upgrade over to a multiplicative, percentage-based upgrade. Flat value is WAY too strong on Heat Ray and completely unnecessary on Rail Gun.
- I found and fixed a bug where enemy drops (e.g. coins) would be on the screen at the start of a round if the player completed the shop fast enough. I don't think this was happening before? Maybe something with Godot? In any event it's good practice to ensure those objects are freed at the end of the round.
- There is now a timer that expires every 5 seconds. When it does, if the on-screen wave is not full, it refills it. Otherwise, it spawns one enemy. This means that a player who is not killing anything will still have more enemies spawn (one every 5 seconds, to be exact).