Update #6.5
Hammer » Devlog
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 of using a single block and looping waves
- Exit tiles will unlock when a wave is completed and can be interacted with to change blocks
- Default "E" key or "DPAD UP"
- Exiting the last block will return you to the menu
Gfycat being a dumb and not finishing gif encodes so I'll update this post with gifs when it stops being a dumb
FIXED
- Canvas not fading in when loading a DEMO battle
KNOWN ISSUES
- Menu BGM may not play when launching the game
- Menu BGM plays normally when returning to the menu from a mission
- Player state isn't frozen or reset when interacting with exit tiles so there may be some oddities if you interact with it while dashing or landing
- TILT doesn't reset either. Disable TILT in GAMEPLAY options if it's too problematic.
As always, clearing prefs is recommended and feel free to send bug reports and feedback!
Thanks for sticking around!
Files
walker.zip 44 MB
Mar 16, 2023
Get Hammer
Hammer
Scratch that "Zoom-n-Boom" itch...
Status | Prototype |
Author | RedRoryOTheGlen |
Genre | Action, Shooter |
Tags | 3D, Arcade, Destruction, flat-shading, Low-poly, Mechs, Robots, Third Person, Unity |
Languages | English |
More posts
- Update #9Oct 18, 2023
- Update #8 Hotfix #4Aug 02, 2023
- Update #8 Hotfix #3Jul 28, 2023
- Update #8 Hotfix #2Jul 19, 2023
- Update #8 Hotfix #1Jun 29, 2023
- Update #8Jun 28, 2023
- Objectives WIP #2Jun 21, 2023
- Objectives WIPJun 14, 2023
- Update #7.5 Hotfix #1May 24, 2023
- Update #7.5May 17, 2023
Comments
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I really like running with the mechs now, but the way it defaults to boosting movement most of the time and the slowdown you get when transitioning from boosting to running could be reduced to make the gamefeel a bit smoother, maybe
You can toggle the default movement state with OPTIONS > GAMEPLAY > AUTOHOVER if you wish to have manual control over whether or not you're gliding.
Part of the problem when switching movement modes is that your legs may need to face a different direction in either mode. Like if you were gliding sideways, your legs would be facing the camera direction. If you toggled off glide while moving, your legs would need to face the movement direction to continue.
The braking action caused by disabling glide lets your legs turn faster to face the new direction. It can also lead to some neat quick turn tech if your boosters are set up right. Without the braking, you'd still have to slow down as your legs turn to the direction of movement and begin accelerating again. Braking just cuts down on that time.
yo any chances of being implemented countermeasures?
like that automatically destroy the enemy rockets or some other kind of blast?
Interesting idea. Could tie it to head direction or similar so you destroy a missiles within X range inside your field of view every Y milliseconds. Would have to distinguish between yours and enemy missiles too. I'll look into it.
maybe also a way of having EMP's?