WIPs and upcoming features


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. This kind of figures into my plan for "missions" to be sorta like "dungeons" where you clear rooms until you reach an "exit" and finish. Ideally there'd be branching paths per level, maybe differentiated by the "trials" they spawn and the rewards they give when cleared. Trials could be anything from the current "kill everything in a wave" to "defend a thing for X seconds" or similar.

Virtual mouse input for gamepads in menus. Figured it was the least I could do and it shouldn't require extensive reworking if I change menu layouts or something. There's stick movement, clicking and even snapping to the nearest clickable object. Unfortunately, still getting hung up on dragging, so it's still not possible to be completely mouse-free, especially with sliders and scrollbars.

It even works in the pause menu too!

In any case, thanks for sticking around!

Get Hammer

Comments

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(+1)

wooo cockpit view!

(+4)

The cockpit looks really cool! It's something I was really meaning to ask if you were gonna do and I'm glad it's in. More mecha games need first person cockpit view modes!

(+3)

hyped for the cock pit camera lol

(+1)

oh lmao, I left that in.

Tbh, it's not much different from what's currently in the game. Just an additional object on the existing 3D UI canvas and a bit jankier due to the clipping.

(+1)

can u make a option to make the arms not be invisible btw? and a way to change cockpit models

The arms fading out is an issue with the shader's clip distance being optimized for the third person view. I can probably make it change when switching view modes. Changing cockpit models, like particle shapes, should be easier. Importing custom models for the cockpit will be a bit trickier.

(1 edit) (+1)

oh nice

better have a cockpit than a pit with no cock

An even sneakier peek!