Patch 15 Release Note's


Hello and evening from this cold Halloween day.

This is actually My first Dev.Log post ever, I would like it to cover Patch 13, 14 and 15, yet this thing  would be a mile long, so I'm gonna just focus on what Patch 15 brings to "Asteroid Hunter".

This Patch brings many big changes to "Asteroid Hunter" such as weapon reworks, completely different enemy behaviors, substantial performance gains, a new HUD and a whole XP/leveling system with unlocks.

---------------------------------------------------------------------------------------

First up Is Enemy changes!

-------------------------------------------------

Red Asteroids have been turned into planets, that spill out 6 small moons when shot.

Blue magnates now have a trigger that is tripped once they get close to the player. Once this trigger is tripped there speed starts increasing until they catch the player.

Blue magnate damage is 2 now instead of 3.

The Spinners as I call um no longer follow the player, instead they bounce around between random points until killed there health has been reduced from 35 to 15 also.

Spinner damage is now 1 instead of 2

Spinners now start smoking once there health is lower than 8.

The poision clouds produced from green asteroids is now aplied to the players ship when flown through.

paision damage has been incressed from 4 to 6

Snakes now actually slither around the play area until shot instead of moving in straight lines.

---------------------------------------------------------------------------------

Next is Game Play and spawners changes.

----------------------------------------------------------------------

The players Collider on each ship has been changed from a tight box to a much larger circle. That was done because enemies where having a hard time actually hitting the player.

All enemies colliders have been resized as well along with the lazor colliders.

Players health across all ships has been rebalanced.

Added a ring around ships to represent the new hit box.

The camera now zooms out at the start of each game.

Completely redone the way bullet spray is handled this produces much more organic looking sprays.

Spawners, there has been so many changes made there I simply can't cover all of them, so I'll just get the big ones. There has been a layer system along with a time amplifier added to all but one spawner. This was done to provide Me with more control over  the rate at witch enemies are pumped out as the game progression. I want to go into the details but wont.

What that does is brings a since of pacing to the game.

As the game moves forwards and the spawners climb through layers things get steadily more intinse followed by a short calm before the next harder layers starts.

-------------------------------------------------------------

Sales man slaps roof and say's. have I told you about the Weapons!

------------------------------------------------------------------------------

Missiles where completely removed, because I'm tired of trying to workout the use and effect mechanics.

Both pulse and drone have been moved into a charge based ammo system.

Both weapons now have a varied charge rate based on current ammo count.

Both weapons also feature a cool down time after each use as well.

---------------------------------------------------

HUD/UI

--------------------------------------------------------------------

Reworked the in game HUD to be more pleasing to the eye and less in the way.

Changed the position of the shield and weapon buttons so there more intuitive to use.

Added some bling as well.

-----------------------------------------------------

Performance

----------------------------------------------------------------

Finally added lazors to an Object Pool, this provided a whole +8 FPS to the game.

Cleaned up many lines of code improving  execution  time a bit.

Further reduced the amount of garbage data My code produced even further improving performance.

optimized several particle effects reducing there rendering cost.

Changing the red asteroids models to spheres, lowered there Vert count by 300 further reducing render cost for each.

Changed the blue magnat models from 3D cylinders to 2D sprites improving there looks and reducing there Vert counts from 84 to 4 even further reducing render cost.

------------------------------------------------

General

----------------------------------------------------------------

Added a nice feature where the Start game button changes to continue once some XP has be gained.

The score board has been completely change and now tracks how much time the player spent getting each high score.

The score board also now has a short list of default scores, names and times listed.

Removed the mode select screen because it's now useless.

Removed the blue game board

---------------------------------------------

Bugs

--------------------------------------------------------------------------

Fixed a bug where the spinners arms would pass through the players shield.

That was the only bug I'm aware of.


Thank you for reading and in joy your day:).

Files

"Aseteroid Hunter" Patch 15 43 MB
Oct 31, 2018

Leave a comment

Log in with itch.io to leave a comment.