Short update again this week.
The team's wonderful lead programmer has implemented the blue faction upgrades! So I've been logging time testing them out to see how they play in real matches, and I must say they are (so far) playing quite nicely. We did some tweaking during the team meeting this week, and we also made some changes to how the red faction upgrades work. Take a look below!
The Most Equal Collective (Vodka!)
Drill: Drill launches off the planet. Travels very fast.
Ignores planet collision IF it hits an empty spot. Ignores explosions, still
destroyed by shields and physical entities (nukes). Ergo, it is possible to
shoot it through an explosion (to open an empty spot on the planet for it to
drill through) but if it collides with a nuke, it will be destroyed. It deals
collision damage, so it has a 1x1 explosion.
Uranium: Launch the tower like a nuke (slightly faster?)
Tower is destroyed by shields. If the tower hits the planet, it sticks to the
planet (does NOT block or destroy buildings!) If the crashed tower is hit by
something else, it causes a much larger than normal explosion. Consumes the
tower. Possibly degrades over time? Explosion gets smaller as the uranium leaks
out? Have to plan to use it fast?
The Glorious Imperialist Federation (ist?)
Drill: Charges for 2 turns, stopping chromium generation for
the duration. Fires railgun rounds for 1 turns after fully charged, destroying
all buildings it hits but not penetrating shields.
Uranium: Charges for 2 turns, then shoots a dirty
bomb, irradiating a large part of the area it hits.The main focus to the changes we've made to the red faction is to make them more aggressive overall, and also to cut down on the number of new interactions that need to be coded into the game. Having a radiation cloud hang around in space is nice in theory, but it doesn't make the game flow any better. Leaving a bomb on the other planet on the other hand...well...at the very least, it will make a nice explosion. Furthermore, that bomb can combo nicely with the blue chromium drill upgrade, which will allow for a quick one two shot for a nice payoff, but only in single player mode where the large payoff for the action is less of an issue. Lastly, having the bomb degrade over time holds with the 'use it or lose it' style to all the upgrades. We don't want the player to be able to stockpile things, either in resources or in how they use the upgrades, so having the bomb strength decay if not used in the following turn should force the players to be more proactive and think ahead more than just letting them pepper the planet with bombs and then nuke them all at once.
Until next time!
Guardian Soul
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