New Version 0.2.0 Release Notes
Releasing just a bit later than I had intended, version 0.2.0 is now available for download. A good amount of work was done "under the hood" to add more functionality to stats and they way you play the game. I spent some time creating models to improve the look of the environment. I also worked on making the shop a lot more interesting and useful. These are just a few of the things I worked on. You can see all of the changes I made right here:
Visuals
- Added the stainless steel texture to the walls in the level to give them a small amount of detail
- Created health bars that appear over the top of enemy bots
- Changed floor texture to tiles and modified values for a good look
- Added light over exit door and created new emissive door material as the previous one was missing
- Created a new item image based on the defensive item icon. It will be used for the new "Damaged" item type
- Added wall props that are spread through the level
- Changed out all the walls in the level with a modular set of walls created in blender
Game Play
- Reduced distance for bots to stop in front of a marker so that they get closer to a move point before going into the idle state
- Added a new item type, "Altered" into the shops list as a powerful mod that costs datum to purchase
- Added 5 new items to the shop lists. They are a new type of item classified as "Super Charged" mods that offer greater stat bonuses at a higher price.
- Created a "Damaged" item type that spawns inside the junk shop. Provides the same types of stat bonuses but at lower values and for less money.
- Added the Defensive Mod to the weapons shop, increases STR and AGI
Under the hood
- Changed the inventory shop so that shops now have their own inventory and sell different things
- Added specific buy and sell prices to all items. Before now, objects were sold at a random price
- Created new GetLossesInfo script to handle tracking of damage and costs
- Fixed the shop item lists having a small yellow rectangle in the center of them.
- Finished setting up the functionality for the informant stat
- Made changes to the way the defender stat was calculating its chance of activation
- Made changes to all stats and how they scale as more points are placed into them
- Fixed an issue where bots would get their max health increased from the team player stat if they had mods equipped that changed the strength stat.
- Changed player shoot so that the turret speed and barrel movement can be affected by stats
- Changed the way that stat buffs are applied so that they can no longer add onto themselves when calling the same method again.
- Changed the starting positions of the bots so that if each one has the team player stat, the AoE effect will not overlap leading to stats being raised above normal values
- Setup defender stat so that if bots do not have the stat the shield bar will not appear
- Changed the bot state text so that it will move up in the UI when shield bars are active
- Fixed currency values being able to go into the negative when losses from a mission were high
- Fixed a bug where enemies were able to trigger cap zones
- Fixed the team player buff area being able to pick up items instead of the player requiring to move over them
- Fixed the team player buff area blocking ray casts from bots
- Fixed nav mesh so it conforms to the new map layout
- Created a script that makes the enemy health always face the screen
- Created a script that allows the enemy health bar to track the health of the enemy
- Made changes to the bot stats script to make it more efficient
- Improved the player shoot script
- Added ability for player to damage enemy structures
- The mouse tool tip script no longer controls the size of the tool tip background
- Altered exiting code dealing with items and saving to add the new item
- Fixed an issue where mods would not appear in your inventory after saving and loading back in
- Fixed an issue with the mission generator where it was not allowing the generation of normal missions when bots were below level 5
- Fixed an issue where insane missions were not generated even when requirements were met
- Fixed an issue where the missions were not setting rewards values
- Fixed an issue where missions would not generate the maximum value possible for rewards
- Fixed a problem where the mouse over bot script was getting the wrong mouse object from the scene, making it impossible to play animations or change images in the editor
Stats
- Changed the Objective master stat so that it now offers improved stats when in a cap zone
- Fixed the regenerator stat so that now the player and bots will regenerate health if at least 1 point is in the stat. every 5 points the delay between regeneration decreases
- Implemented functionality for the team player stat so that when it is active, an AoE is placed around the bot, boosting CBT, ELEC, and REGEN for nearby allies
- Added functionality to the following stats for the player: combat, efficiency, retention, defender, heavy hitter, team player and informant
- Fixed the way that the lucky stat worked. Works for player as well now
- Implemented the functionality for the defender stat for all bots
- Replaced the ventilator stat with defender, which gives the bot a shield when it is hit by enemies, allowing the bot to take more damage
User Interface
- Added a sell value to items that are in the player inventory. This is how many credits or datum you will get from selling the item on the inventory screen
- Changed objective marker so that it points to the exit door when the main objective is completed
- Added new UI elements to the finish screen so that it can show how much damage you and your bots took and deduct that from your final rewards as a repair cost
- Changed stat description for team player and informant to better fit their use
- Changed the descriptions of the objective master and regenerator stats to better describe them
- Changed description of the electronics stat to better fit its actual use
- Fixed the tool tip sometimes extending extremely far to the right despite already filling the space for the text
- Added the mission description to the starting UI for the level so the player is told what their goal is before they start
Modeling
- Created a modular wall set to replace all walls in the level
- Finished making the first wall prop, gave it a particle emitter and sound source along with materials
That's all I've got for 0.2.0 . For the next update I want to focus on getting more props into the level and really livening things up so that I can start making new levels/environments. I'll also be working on fixing up the game play as I think it's still rather buggy and could be touched up in areas. Until then, expect more updates and devlogs soon and thanks for reading.
Files
Get Reliance
Reliance
AI Command Strategy
Status | Released |
Author | baconation |
Genre | Strategy, Shooter |
Tags | 3D, artificial-intelligence, Futuristic, Real time strategy, Robots, Top-Down |
Languages | English |
More posts
- Final Release V1.0.0 Now AvailableJan 03, 2020
- New Version 0.7.5 Release NotesDec 16, 2019
- State of 0.7.5Dec 01, 2019
- New Version 0.5.0 Release NotesNov 09, 2019
- Status of the next update.Oct 28, 2019
- New Version 0.3.5 Release NotesOct 17, 2019
- The state of 0.3.5Oct 14, 2019
- New Version 0.3.0 Release NotesOct 06, 2019
- New Version 0.2.5 Release NotesOct 02, 2019
- Work so far on 0.2.5Sep 30, 2019
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