Devlog 2 -Playability


This update I accomplished my goal of making a  demo that is playable, or more precisely, not so confusing and inconvenient that people would avoid trying it out. I spent an extra week on because I wasn't super satisfied with my progress as of last Friday, and had lost a couple days of work for external reasons. That being said I'm very happy with what I was able to bring together this last week, and with another week or two of work I could see myself actively making this project more public . So what was I able to accomplish in the last two weeks of dev?

  1. A 'playable' wave gamemode
  2. UI improvement
  3. New workflow for creating asset
  4. A lot of tweaking and bug fixes

It doesn't sound like a lot but it ended up being about 12 new scripts, many more prefabs, lots of reading docs, and learning from others too. I started using Sprytile and I'm a big fan of pixelart textures for 3D objects, so I may start working around with that art style and end up with a perspective similar to this (but with my own twist).


[Diary of a Spaceport Janitor]


[@artofsully]


[My attempt]


Beyond smaller issues, there is still a major problem with this build: player awareness. Without any sound, minimaps, or screen space health bars in the game, the player will have trouble locating enemies, knowing when their mech is under attack and generally what is going on. This will be my primary focus of the next dev cycle,  along with fixing player controls, adding a weapon switching system, adding the ability to zoom, and if I have time, creating some new assets and art.

Get Bolt-ON [Pre-alpha 0.4]

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