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Friday 28 August 2015

MechCorp Update (27th August 2015)

It's update time again. In fact it has long overdue. Good thing that I've actually got quite a lot of stuff done. The game is approaching its beta state at this point

So, the most notable different between the last update is the visual. I have overhauled almost all of the UI. You will notice in the screen shot I have got custom produced asset now instead of placeholder. The star-map have been enhanced with some really cool parallax effect. Everything has been made to be more interactive in general. The difference is dramatic I have to say.

Moving away from visual, the most important stuff is I've made quite some change to the game itself. Apart from the existing resource that the player need to manage, a morale system has been added. The morale would affect how the units perform in a battle. They would have some impact outside the battle. Let just say it's not a good idea keeping the morale of the crew low. Of course the morale is affected by how well the squad is doing on a whole.

Then there's combat. A new flanking system is added so that unit's facing is taking into consideration in an attack. Attacking a unit from the rear will grant a bonus. So it's a good idea for the player to try to flank the opponent while keeping their own back covered. This is to give the battle another layer of tactical depth. There's actual reason now to try to move the unit around other than just getting them into attacking range.

To compliment the new system, a considerable amount of work has been put into AI. The AI will take advantage of the flanking. Some AI unit will actively try to flank the player while some will be very defensive. All in all, it makes for a more dynamic combat.



 
So I guess that's all the update I have for now, unless I talk about the less exciting stuff such as save system, or goes into detail explaining all the tiny detail and polish. So until next time.

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