Spaceship Prototype: Progress, weapons, TODOs
Super important post today: the progress mechanic is ready. I’ve been adding a lot of logic to the spaceship prototype so that players can feel what it’s like to advance and test different weapon configurations.
Right now, the prototype is set the following way: every two waves the difficulty is kicked up a notch, spawning more enemies and asteroids. As you go, you get better items to equip in the shop: they will provide you with more damage, armor or speed. These get better as you go, increasing the bonus each item gives. The purchase logic has not been implemented (and doesn’t have much sense right now since the game is set to increase the difficulty really fast) but I didn’t add the update on the bars on top which reflect the current ship values.
Unfortunately, I didn’t implement the different level types I talked about before (read here). Also the baddies HP does not increase as you advance, so you end up one-shooting them- but IT IS A PROTOTYPE (I will fix it soon tho, as this is less and less of a prototype and more of a complete game every day :P).
The level transitions are quite rough, just jumping from one to the other without any warnings. I have something in mind for this, but as you can tell, this is not my priority right now.
The weapon mechanism is also different from what I want it to be. Right now, the weapons work this way: Weapons are all fired sequentially, in the order you equipped them. The average is then calculated and that average is divided by the amount of weapons your ship has. So, say you have 1 BEAM I weapon equipped, you’ll have a 0.8s cooldown. If you equip a second BEAM I, the cooldown would now be:
(0.8 + 0.8) / (2 * 2) = 0.4
Which makes perfect sense, since you are firing 2 weapons in alternation. But what if you equipped a SPREAD I, which has a cooldown of 0.5s:
(0.8 + 0.5) / (2 * 2) = 0.325
Now that makes no sense at all, since the BEAM is firing before it’s cooldown time and the SPREAD is being idle for over 0.1s. In order to fix this, I’ll let the player fire weapons as soon as they come online, doing alternating shots for same model weapons and firing whenever each is off cooldown.
So, enough words and values, here’s a gif of progress in action:
You can test this progression right now, as the prototype has been updated! (YAY, achievement complete).
So, what’s next? The feature creep bites me every day, but I’m trying to keep it as simple as possible. So here is the SORT OF TO-DO LIST:
– Make it prettier (mainly the background and some font sizes)
– Purchase logic (take money from the user)
– Status bar logic (show ship values updating, probably based on a log scale)
– StarMap (yep, nothing here yet)
– Proper difficulty increase
– Enemy’s HP
– Nice transitions
– Some enemies shoot back (it is a bit boring right now) and move around
– Sounds (In space, nobody can hear you scream, but this is ridiculous)