Folks, we're currently on Kickstarter, and sharing a lot of our updates there. We'll be also sharing the updates here for your convenience. If you haven't yet, help us by making a pledge, sharing our project on social media, or be daring and do both!
It’s been a busy week as we get ready for a live demo at Homebrew Arcade.
We’re focusing on improving the visualization of combat. Now it’s easier to see where the shots are going with trails on the 3D map. We also implemented cover and missed shot handling so it’s been a productive week. Missed shots means if you miss the intended target, we still track the shot in case you hit something else interesting.
This also reminds me to briefly mention how cover works. We showed in the video how when a target is obscured it is grayed out to make clear what’s in and out of your line of sight. If you fire, and hit the cover, it’s actually treated as armor. So you really want to hide behind something solid. A concrete wall is good cover, a cardboard box, not so much.
Here is a short video clip showing “missed” shots being used to effect. I forgot to remove the debug logging where I was fixing some hit location code this week so ignore the text on the left.
Next week will be focused on AI.