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R Click + Drag to move around
Monday, Sept 14
---BioCalibr---
I added an in depth respawn feature that prevents players from spawning in unfair places, like right next to enemies.
Features:
-Highly customizable, I can have as many or as few spawn zones as I want without having to update anything
-Automatically sorts out zones with enemy players, depending on the gamemode and the respawning player's team
-I can set as many specific spawn locations in each zone as I want to prevent players from being able to spawn trap other players
-Each zone can be as big or small as necessary for the location
Monday, Sept 7
---BioCalibr---
We made the decision to pivot from a standard one weapon at a time system to adding the ability to hold and fire two at once.
This gives players the benefit of mixing and matching aliens to find a unique combination that perfectly fits their playstyle. But it also presents a lot of dangers from a design sense. Some weapons will certainly be too powerful when combined so we will have to test every combination vigorously and make balance changes wherever necessary.
But I believe this will add a level of strategy and fun to the game that will take our gameplay to the next level. It also adds a unique feel to our game that will make it stand out.
I have continued to tweak the player's base movement to make it feel just right. I am trying to find a balance between making the movement feel good to go fast, but not make it too fast that it is disorienting. I have been messing with ground friction, braking friction, air control, base walk speed, jumping momentum, dashing momentum.
Monday, Aug 31
---BioCalibr---
We have been rethinking and re designing our art style. We have made the choice to pivot towards replicating the low resolution FPS games of the 2000's. We will manually lower our textures to around 256x256 and lower our poly count to make our game look like a 2000's game.
We think this will give our game a unique look to match our 2000's inspired gameplay. We are not going to have explicit poly count limits, but we are going to design our characters and environments as if there is a poly count limit to fit this new style.
This is also a way for us to take the strain off of our art department which is limited on time and manpower. It also helps us create a consistent visual language and allow us to increase our map output.