Biome Defense
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Updates - 2016-05-15

5/15/2016

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Updates:
* Main menu map/scene exists (e.g. shows terrain, plants, walls, units, and game title)
* Terrain>Flatten tool exists
* Placing a building on non-flat terrain, flattens the terrain (or makes a platform or something)
* VSNodes can be disabled (i.e. making-so trigger-nodes are not run)
* Action panel lets you set a unit's stance: no-action, or stand-ground
* New VDFProp prop exists: defaultValue (used to mark which value is the default, and therefore shouldn't be serialized)
* Terrain_Resize tool works again
* Browser console works again. (added workaround for issue with latest Chrome, where console freezes if the native Map function is overwritten (and kept overwritten))
* Scroll-views use the drag-based scroll approach by default.
* A match now (as intended) continues, if the player even has just a structure capable of producing units.
* Alt+? no longer triggers menu-bar items in Unity editor. (doing so would cause the game to lose focus, which was super annoying, and made the global hotkeys much less useful)
* Unit always faces its target when building/collecting/attacking
* Switching from-to Objects page no longer sometimes causes camera error
* Terrain height-testing succeeds even for high hills. (terrain areas above first chunk)
* Fog-of-war doesn't affect pages other than the Live page.
* Path visualizations don't show up on Maps page. (even if paused/game-finished)
* Node/Call panel shows: the selected-node's id
* Call panel renamed to 'Node/Call' panel. (since it now shows data for both the selected-node and the selected-call)

New screenshots
​==========
Picture
The new Main Menu map/scene. (a major improvement over the just-an-ocean background it used to have
Picture
The new Terrain>Flatten tool being used to easily create ledges.
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Updates - 2016-05-06

5/6/2016

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Updates:
* New cascading ui system exists. (with keybindings)
* Minimap displays full-screen, but only when space is held.
* Object console panel exists, for showing logs (and eventually allowing commands to be sent), specific to the active object (first selected object)
* Attack-system/path-finder finds path around peers (to target) when group-attacking
* If unit-A is attacking unit-B, and unit-B moves, unit-A spawns a new move-to subtask to get close enough to attack again
* Dev-setting exists that makes-so player can command ai units
* On-screen-labels are positioned better (perhaps just under selected-object-icons)
* Console/log panel has an auto-scroll checkbox
* New VObject props exist: set health to #
* Path-through object again actually gets used by dynamic path-finder.
* The Object_Attack task updates its move-to-target path, if the target moves.
* Lines are correct on first loading of scripts ui.
* In browser, buttons exist on Live page for selecting map objects (plants, structures, units).

New screenshots
==========
Picture
​The new cascading UI system. As evident, the controls/hud now take up *much* less space on screen. Of course, the cost is that not all the buttons can be visible at once. A new hotkey scheme makes switching between panels pretty quick, though, so I think the change is a good one overall. (one bonus is that it opens up a good spot for extra development panels, such as the Console/Log panel shown above)
Picture
​The new "minimap" system--hold space, and while you're doing so, the minimap displays full-screen. I'd like to later update it to be partially see-through, so you can see the battle in front of you, while also getting an overview of world events from the minimap overlay. (also, the icons for structures and units need to be brighter and/or larger)
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    Indie game-dev from Seattle.

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