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(1 edit)

Friend/foe colors

This has bugged me for awhile. I use red in the UI to convey "bad"/"enemy". I also had two team colors: red vs blue. It was pretty confusing when you were on the red team.

Now there are no red or blue teams. It's just "friend" (blue) or "foe" (red). Here you can see both players are blue on their own screens:

Crawling is back

I uncommented it again. This time I turned the speed down pretty slow; it's not meant to be a major part of gameplay. It just alleviates some of the frustration of being rooted in one spot, and it gives you something to do while waiting for the movement cooldown. The AI player also has some rudimentary crawling code. It also exhibits inaccuracy when trying to hit targets.

Sensor system

Currently, placing sensors is an ability that comes equipped by default. It's on a 20-second cooldown timer, which is frustrating. You have to keep track of it in the back of your mind, and it just feels arbitrary. Today I realized it makes much more sense to just charge a certain number of credits to spawn a sensor. If you place it near an uncontested control point, it will eventually pay for itself.

I'm considering another idea with the sensor system, which is to make players invincible when they are within range of their own sensors. To damage an enemy in their safe zone, you would first have to destroy their sensors, which is a risky proposition.

Maybe there's an expensive ability later on that cancels the invincibility. This could be something that both players save up for in the late game.

Parkour

The parkour code is 75% done. I started to re-implement animations from Lemma. My test level is also starting to look half-decent.