I will post about what I'm working on here
A physics based arena shooter with roguelike elements · By
I've posted another update. The biggest change this update is some updated UI elements. The scrap and difficulty display is more prominent and uses icons instead of text. also, several instances of text have been changed to orange to make them stand out more. I also added some new terrain to add a bit of diversity to levels, and made some changes to AI spawning to give occasional breaks in the action.
Another new update. The major addition this time as a new station that allows you to spend scrap to repair your hull, which might shift the odds a little in your favor. Additionally, ships should no longer randomly commit disco, several objects have had their bounds fixed, useful things like loot boxes and chests will spawn more often, there are a couple new upgrades and a new enemy variant that fires boxes of money at you.
I also switched to a new automated build system, so there should be less mistakes on my end when uploading new builds.
Another update, this time I worked on sound, and added general polish. sound effects should be more consistent, with less popping and cutting out, and there is now a sound effect for collecting scrap. I also improved missile trail effects by making them persist after the missile has exploded, giving them time to fade out naturally. Finally, I made some changes behind the scenes that should give a significant performance improvement.
Also, on Tuesday 3/7/2017 at 8PM EST, Highsight will be playing Debris FIeld on his Twitch channel as part of his Indie Insight stream. Come check it out!
I've got a pretty big update today, so I'm gonna break it down with bullet points:
I've got another update today. The biggest change is the addition of an experimental zoom out when you are traveling at high speeds. This is the first iteration, and I will be tweaking it once I get some feedback. I also added the first of what will be several logs that will tell a little bit of the story, as well as explain some of the gameplay.
Other then that, I am working on a lot of refactoring behind the scenes, especially on AI. I am also working on balance, and a couple new gameplay effects, such as knockback for explosions.