Sorry for missing the Friday update, honestly I was sick and just didn't have the energy to do it. However I'm feeling much better now and made a good amount of progress last week.
Like I mentioned in the sprint summary, I have blocked out all of this month's work in HacknPlan (which I love btw). As part of the gameplay focus of the month I worked on and completed:
- Hacking Readability - Most of the hacking was already working but didn't have very good visual feedback of the state change. All hackable objects now have a visible change, whether it is a glowing orb changing colors or immediately catching fire :)
- Turret hacking - Reworked turret "AI" so it would be flexible enough to support different targets. Hacking the turrets now switch them over to your side, firing on your enemies.
- Munitions overload - The game's version of exploding barrels are munitions containers, which are lightly armored but will catch fire and explode after enough damage. Hacking can bypass that and trigger their fuses immediately.
- Menu and Upgrade framework - The game now has dynamic menu's which means that as more of the management and base building framework is built and played with, it will update automatically. The map selection screen has updated accordingly.
I've also been working on the paper version of the management and though I'm getting to be pretty happy with some of the higher level concepts, they need a touch more time to stew before they are prototyped. Hopefully they will make it in soon as they are the last real large chunk of framework missing from the game.
Have a great week all! - CJ
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