January update


Hi! We've got a bit of new stuff so let's take a look:

New dodge mechanic

We are testing out an idea for a dodge mechanic. You may have already noticed that guns switch you to first person and melee switches you to third. This is by design, and we want there to be a big difference between ranged and up close melee combat. To further this distinction we have added a 2 part dodge system:

  • In first person (using guns) right click to execute an omnidirectional dodge / dash.
  • In third person (using fists) right click to roll dark souls style!

Another small change is we've updated the keybinds so that rather than pressing "1" to equip fists, you press "Shift" to toggle between "ranged" and "melee" mode.

Some differences between the 2 dodges:

The roll gives you invincibility frames! This is to incentivize players to get in close. The dodge covers less distance but can be executed faster and doesn't give any I frames. I think it would be overpowered if it did.


AI improvements

There are several small, but significant changes and improvements to the AI

  • Point based "threat system" is now working properly
  • Enemies now share important information with nearby units (e.g. the player's location) 
  • Enemies now register themselves with a spawn manager which can maintain a certain number of active enemies alive at one time (will be used for the upcoming wave defense test)
  • Changed how target blackboard key is assigned so enemies can now target player controlled vehicles (also coming soon!)
  • Tuned some settings to reduce the amount of strafing back and forth (which could get pretty annoying)

More notes on the "threat system"

Each enemy is assigned a "threat score". (So far all we have are the Soviet Moonbots and they are set to 3). Tougher enemies get a higher score. Each level has a configurable "threat limit", which means a total score value of that many enemies may be considered "actively engaged" with the player. "Actively engaged" enemies use a different AI behavior tree and are more accurate. This is so players don't get absolutely swarmed and instantly destroyed by a bunch of enemies, but it also lets us fine tune aggressive behaviors to make the game more interesting.

How well this system works remains to be seen, we need to add more enemies to get a better idea. (We're working on it! Drones and melee Moonbots are already in the works)

Core system improvements

Reworked a lot of logic surrounding weapon usage and equipping. There are still a few major bugs, but the key improvements are:

  • You can now hold more than 2 weapons at a time
  • Scroll wheel will switch between all available weapons
  • Players can spawn unarmed and build their inventory dynamically by picking up weapons from the world
  • In multiplayer you can share weapons with your friends by pressing "G" to drop your currently equipped weapon
  • The host can give himself weapons with the console command GiveWeapon <weaponName>
  • Most importantly, newly acquired weapons can start with a full clip

Miscellaneous

  • Improved the player death to spectator transition
  • Some improvements to bandwidth usage
  • New more modular system for controlling enemy aim

 

Get Captain McSpacebiff: Destroy all Robots!

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