
The latest version of Metheoria is here. I've focused on making the action more intense.
Metheoria (Prototype) by Migidi
Combat System
- The spawning logic of enemies now utilizes a dynamic multiplier that scales the maximum active entity count based on destruction events, increasing the amount of enemy ships you have to fight every time you defeat one enemy ship.
- I integrated a velocity-based exhaust system for the enemies. The thruster animations of these enemy ships' exhausts transition across six distinct states (Normal/Turbo) triggered by real-time physics vectors. This makes the enemy movement look realistic because as the speed increases, the exhaust also increases in power.
- I established a formal health variable and damage-processing function within the player controller, enabling precise hit-box interactions and future death-state triggers. Sorry for making the health and the progress bar work but not giving a corresponding death and pause screen; that will be next.
Interface & Experience
- I implemented a real-time health monitoring system and a level-completion progress bar that polls the current remaining enemy count.
Menu State Management
- The quit button is also working.
