Combat


Up to now, drones have kind of 'flew about' wherever they wanted, bouncing around the player's ship without much direction. This doesn't really follow the vision I have for the 'bullet-hell' like combat system I have in mind.

Thus, I have added a 'Patterns' system (for lack of a better term).
The goal of patterns to provide the player a somewhat predictable set of of combat challenges that can easily be updated and tweaked from a development perspective.

Essentially, these made out of several markers that make up 'Pattern', of which each marker is assigned a drone unit that, by its own movement characteristics and abilities (distance variance, size of ship, which affects speed, etc) follows each marker, and thus some assemblance of order and predictability is established.

There's now 5 patterns, with more to come.
Some patterns also have special paths that dynamically update, such as pattern 5 that, as I can best describe - "snakes around" the player's ship.

None of these paths are 'smart' per say, but they do vary in speed and range, which should help keep combat challenging.

Anyhow, as mentioned, I hope to flesh this out a bit more make the "bullet-hell" genre of my game feel justified.

I would greatly appreciate the feedback.
Thanks for reading!

Files

hell_in_space_day_6.zip Play in browser
92 days ago

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