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Devlog
Update #9
October 18, 2023
by
RedRoryOTheGlen
8
ADDED New music track from DraftDraft that plays during missions. Mission music will now be randomly selected at start and then change whenever a block change happens CHANGED Rally point rework! Inste...
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Update #8 Hotfix #4
August 02, 2023
by
RedRoryOTheGlen
6
Hotfix away! ADDED World markers for mission targets in DESTROY and DEFEND contracts They will be placed a certain distance above the target's position and are clamped to the screen to always be visib...
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Update #8 Hotfix #3
July 28, 2023
by
RedRoryOTheGlen
7
It's a fairly small hotfix since I thought these couldn't wait until the next update that's cooking. FIXED MOVEMENT and COMBAT courses initialize properly again. Changed default gamepad settings so it...
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Update #8 Hotfix #2
July 19, 2023
by
RedRoryOTheGlen
6
NOTE: Internet connection flipped out on me when I was uploading the game executable and it lost the original download link. I reupped the zip but it lost the download count. Oh well... Building on to...
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Update #8 Hotfix #1
June 29, 2023
by
RedRoryOTheGlen
7
Some fixes catching up to yesterday's update FIXED Turrets will now despawn properly when a Destruction contract ends via time-out Remaining enemies are no longer "killed" when a wave ends Their bount...
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Update #8
June 28, 2023
by
RedRoryOTheGlen
9
Expanded branching mission features! tfw air defense can defend the air ADDED Support for the following elements in wave missions Time limits Targeting specific enemies or structures Finishing a wave...
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Objectives WIP #2
June 21, 2023
by
RedRoryOTheGlen
6
More progress on the new objectives DESTROY (STRUCTURE) is now functional. big placeholder disclaimer here The main difference with DESTROY (SQUAD) is that the targets all spawn at the start of the wa...
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Objectives WIP
June 14, 2023
by
RedRoryOTheGlen
4
Hasn't been an update in a couple of weeks and I apologize for that. Here's a peek at what I've been up to so far. also managed to figure out how to properly capture the Unity Editor scene with OBS Mi...
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Update #7.5 Hotfix #1
May 24, 2023
by
RedRoryOTheGlen
6
Recommend you clear your Preferences (OPTIONS > DEBUG > CLEAR) after updating. Had to switch some things under the hood to allow for options overrides. FIXED Tutorial AUTOHOVER override will no longer...
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Update #7.5
May 17, 2023
by
RedRoryOTheGlen
4
ADDED: First iteration of the scoring system Increase your score by BOUNTY - Destroying enemies (bonus for destroying a full squad) CONTRACTS - Completing blocks in BRANCH missions Also now shows up i...
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Scoring WIP
May 15, 2023
by
RedRoryOTheGlen
5
Hey, all! Apologies for being quite inactive since last update. Finally upgraded to a new workstation and I spent the last couple of weeks setting it up and playing through my backlog. Now that I've p...
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Update #7
April 27, 2023
by
RedRoryOTheGlen
9
ADDED First iteration of the BRANCH mission type Accessed by setting the mission's ENEMY variable to BRANCH WARNING! Change the MAP LENGTH to any setting other than UNLIMITED. Otherwise, it will proba...
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Branching WIP #2
April 26, 2023
by
RedRoryOTheGlen
6
More progress on the mission branching. Waves are now "graded" so generating branches is more structured with an even spread of different difficulties and no duplicate branches. There's also a rudimen...
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Branching WIP
April 20, 2023
by
RedRoryOTheGlen
8
Another WIP post for this week. A sneak peak at the branching feature for missions! This will be a new option to pick in the mission's ENEMY slot. When the mission is started, each block aside from th...
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Update #6.5 Hotfix #2
April 13, 2023
by
RedRoryOTheGlen
4
Another small hotfix to wrap up some playability issues. ADDED A toggle to invert the lighting of the mesh outline effect is in OPTIONS > DISPLAY CHANGES Previous blocks are now unloaded properly once...
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Update #6.5 Hotfix #1
April 10, 2023
by
RedRoryOTheGlen
5
Just a hotfix for now since it builds directly from features introduced in the previous update. As always, I recommend clearing pref data through DEBUG > CLEAR PREFS before jumping into a mission. ADD...
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Loading WIP
April 04, 2023
by
RedRoryOTheGlen
6
Hasn't been an update for a while so here's a peek at what I'm currently working on. The multiblock update has highlighted the long loading times issues. On that front, aiming to make blocks load in s...
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Update #6.5
March 16, 2023
by
RedRoryOTheGlen
9
ADDED First iteration of Multiblocks MAP LENGTH is now a variable in the mission menu SHORT is 2 blocks, MEDIUM is 3 blocks and LONG is 4 blocks Setting it to UNLIMITED will use the previous behavior...
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Update #6 Hotfix #1
March 11, 2023
by
RedRoryOTheGlen
3
NEW TORSO ANGLE is now visible when viewing the unit stats Similar to TORSO SPEED, it changes depending on the total weight of weapons (arms, shoulder and back) FIXED Weapon events on left hand now wo...
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Update #6
March 09, 2023
by
RedRoryOTheGlen
5
NEW Entry and Exit tiles now spawn in blocks Entry tiles are functional and players will spawn from them when starting a battle Exit tiles are still non-functional as multiblocks still aren't complete...
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WIPs and upcoming features
March 03, 2023
by
RedRoryOTheGlen
6
Been making progress on things since last update. Here's a peek at what I've got so far: Apologies for the stuttering, recording in the Unity Editor isn't the smoothest experience. Multiblock levels...
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Update #5.5 Hotfix #2 and Failure to Initialize Bugs
February 22, 2023
by
RedRoryOTheGlen
5
FIXES Failure to initialize when setting up prefs while a custom body is installed This is only expected to fix the problem that occurs when prefs are cleared Refer to segment at end of changelog for...
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Update #5.5 Hotfix #1
February 15, 2023
by
RedRoryOTheGlen
1
FIXED Pooled vertical missiles not behaving properly when reused DEMO mode reworked to utilize the new pools for its spawns Garage dummy should be using conditional weapon animations properly now Part...
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Update #5.5
February 09, 2023
by
RedRoryOTheGlen
5
Completing features in the last update and adding in a couple more ADDED Object pooling applied to enemies All enemies are pre-spawned and stored away before the mission begins Would definitely love f...
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Update #5 Hotfix #2
February 04, 2023
by
RedRoryOTheGlen
1
ADDED New DEMO mode POV, ZOOM, that emulates a reckless bystander with a phonecam. CHANGED Edge screen effect tweaked for more contrast Added some clamping to prevent it from becoming too bright on li...
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Update #5 Hotfix #1
February 01, 2023
by
RedRoryOTheGlen
NEW While in a DEMO mission, Left Mouse Button or Right Trigger will swap between the two fighters. FIXED Pause menu now shows up in DEMO mode. Charged projectiles now reset stats properly...
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Update #5
January 31, 2023
by
RedRoryOTheGlen
1
NEW Object Pooling partially implemented for projectiles Still finagling some stuff into the enemy unit components so that they'll reset properly when pooled ESC/START during a battle now pauses the g...
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Pause Menu WIP
January 30, 2023
by
RedRoryOTheGlen
2
Got an in-game pause menu working. The aim is to make settings accessible during a game session without having to exit back to the garage. So you can tweak your camera settings or display options and...
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Screen Effects Revisit WIP
January 25, 2023
by
RedRoryOTheGlen
1
Taking a break from mechanics to play around with shaders after more reading up on them. Also some optimization in the works. Small peek at what's coming up in the next update. Converted the "Edge" sc...
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Update #4 Hotfix #1
January 19, 2023
by
RedRoryOTheGlen
2
CHANGED Overhauled Targeting part stats Lock ring size is now a property of Targeting parts Lock ring size will also be modified by a unit's current speed Stability will modify the minimum size of the...
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Update #4
January 18, 2023
by
RedRoryOTheGlen
1
A small-ish update. CHANGES Updated art assets to use 4x4 palettes instead of 2x2 DASHING without movement input will move you vertically KNOWN ISSUE: units may "bounce" if they land while having non-...
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Update #3 Hotfix#3
December 14, 2022
by
RedRoryOTheGlen
2
A couple of small adds and fixes. CHANGES: Ambient traffic Increased the number of spawns Randomized whether spawns will actually generate a car Different models (and colors) of cars can now spawn Bui...
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Update #3 Hotfix #2
November 28, 2022
by
RedRoryOTheGlen
1
CHANGES: New meshes for the REINFORCED chassis Tweaked meshes of the LIGHTWEIGHT and STANDARD chassis Armor will also reduce damage to Stability AI engagement ranges lowered to take the FCS/Radar over...
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Update #3 Hotfix
November 17, 2022
by
RedRoryOTheGlen
3
Some additional features and fixes that either didn't make it into Update #3 or I only figured out with help from players after the fact. CHANGES: Added an option in DISPLAY to change the texture of b...
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Update #3
November 15, 2022
by
RedRoryOTheGlen
1
A hotfix for this update was released. See here for the changes. Known issues below have been updated. CHANGES: Obstacle and Building expansion Destruction is much more reactive and granular Trees, pe...
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Building WIP
November 09, 2022
by
RedRoryOTheGlen
2
Continuing on with the environment work. The expanded and optimized destructible class allowed me to try out something regarding the buildings. It's definitely quite a difference in feel compared to t...
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Doodads WIP #2
November 03, 2022
by
RedRoryOTheGlen
1
Expanding on the doodads and obstacles. Now we can have compound obstacles like the pedestrian overpasses being divided into three parts. They can also leave "destroyed" meshes after being triggered...
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Doodads WIP
October 25, 2022
by
RedRoryOTheGlen
3
Quick peek at the thing I've been messing around with. Adding more doodads to interact with during a rampage as well as some rudimentary ambient traffic. Right now doodads are limited to trees and bar...
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Custom Body Demo
October 05, 2022
by
RedRoryOTheGlen
1
#update
Not much has changed significantly in this build but I have gotten the custom chassis importing into a relatively functional and easy-to-use state. If you want to give it a shot, grab the new build pl...
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Update #2
September 28, 2022
by
RedRoryOTheGlen
1
#update
CHANGES: Added a second tutorial for combat accessible from the Mission menu ("COMBAT COURSE") The old tutorial has been renamed to "MOVEMENT COURSE" Weapon system tweaks: Weapons with recoil now subs...
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WIP Custom Proportions
September 26, 2022
by
RedRoryOTheGlen
1
Keeping at those custom models. It's now possible to edit the proportions of a custom body just by adding more transforms to the FBX. Simply put a cube in the hierarchy named after the relevant bone a...
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Update
September 02, 2022
by
RedRoryOTheGlen
#update
CHANGES Added a basic TUTORIAL accessible from the MISSION menu Currently covers movement. Will be updated with combat and such in the future. Prompts assume that the default keybinds are used. Having...
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WIP Messages and Tutorial
September 01, 2022
by
RedRoryOTheGlen
Implementing a messaging system for the player, mostly for in-game updates or objectives. That also let me try my hand at slapping together a rough tutorial that covers the basics of the movement cont...
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WIP Custom Models
August 25, 2022
by
RedRoryOTheGlen
#wip
Been experimenting the past few days with reading and using models from an external directory, mostly to try and let players add their own chassis models to the game conveniently. So far, I've managed...
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Bugfixes
August 19, 2022
by
RedRoryOTheGlen
#bugfixes
Fixed a bug that prevented the game from launching if the current resolution wasn't in the list of supported resolutions (Thanks to val, Kaidan and BlackNoble for reporting and helping me solve this i...
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