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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
Another update on the Dev branch with in-progress work on the Combat Update!
This update adds a simple new weapon - a Repeating Blaster - which is an alternative for those who don't like the charging mechanic of the standard Blaster. You need to add it to the ships interior or start a fresh game to grab one off the wall.
More importantly - a new powerup! Defeating the Xeno Incinerator will give you a Fire Booster, which temporarily gives you the ability to shoot fireballs! (Currently very overpowered - have fun!)
Most importantly - a change to the animation system that is mostly behind the scenes. I moved Xeno animation from Scripts to the Engine, using a new "Component" system which I am going to use heavily in the future. For now, this change should lead to a higher framerate in combat, and much improved procedural animation quality.
Unfortunately this update took two weeks instead of one, but the new Component system is going to be super important to keeping the game optimized, so it was well worth the time!
Updated the Dev build with more in-progress work on the Combat Update.
This time I added Health Pickups (and by extension: dynamic physics objects) for the first time! I also rebalanced combat a bit to make it harder, so each encounter will do more damage.
Next up is an important behind the scenes improvement that will optimize FPS during combat, along with powerups and maybe a new weapon! (I'm not yet sure how I'm going to handle multiple weapons - in the long run I want to add weapon choosing to the HUD but it might be too soon for that.)
But I'm REALLY excited the thing coming after that - it's a big secret!
RODINA® is a registered trademark of Elliptic Games LLC. All content copyright Elliptic Games.
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