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- #7 DAYS TO DIE CONSOLE COMMANDS ITEM NAME JUNK TURRET UPDATE#
- #7 DAYS TO DIE CONSOLE COMMANDS ITEM NAME JUNK TURRET FULL#
- #7 DAYS TO DIE CONSOLE COMMANDS ITEM NAME JUNK TURRET PC#
Rocket Launcher Turrets (rockets, physics-based).Beam Turrets (continuous laser beam, hitscan).Projectile Turrets (laser bullets, physics-based).Moving along to the turrets! I want to have the base turrets in the game and upgradable within the next few weeks, which include: Here are a few of the things that were completed this week: I wasn't happy with how the enemy interactions were so I reworked the behavior coding on how they react to bullet hits, seeing the player, and pursuing the player.
#7 DAYS TO DIE CONSOLE COMMANDS ITEM NAME JUNK TURRET PC#
I've also created a road map for the development up until PC and Console launch. This week was spent on a number of improvements with a goal to get the build into playtesting soon.
#7 DAYS TO DIE CONSOLE COMMANDS ITEM NAME JUNK TURRET UPDATE#
That's it for this week, another update each and every week! Also, I am posting a development roadmap this week on the Steam page. They might seem friendly, but then why would they have a laser cannon for a face?
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These are not traditional rooted plants, but lichens and bryophytes:
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Yes, some forms of moss are beginning to be engineered to stay alive, even thrive, on Mars. It is one of the last things that needed to be converted over to DOTS.Ī few other things that have been completed in the last week: It isn't necessarily the best task to show off, since the IK is relatively the same as it was before, but it is nice to have out of the way. The only problem with this is that most of the systems that were in place need to be rewritten in ECS. All of the enemies are entities instead of traditional game objects, which allows for a crazy amount of enemies both active and on-screen simultaneously! The past week has been spent on implementing an IK (Inverse Kinematics) system using a data-oriented approach. I will post my dev updates here.įor starters, here is a sneak peek video showing that automated delivery bots are used in the automation system in place of the traditional conveyor belts that other games have implemented.ĭevelopment Update Highlights: Plants! (Lichens and Bryophytes), New Robot Textures, and Data-Oriented Design: IKĪnother productive week and another devlog! I am starting this thread because I am getting closer to release and I am starting to write dev updates to try and get exposure and feedback. More recently, I decided that the performance wasn't what I needed for a game at the scale of enemies that I had designed for, so about 4 months ago I rewrote much of the engine in DOTS. This was a little over a year ago when the direction drastically changed. Some of you may have seen it previously under its original title which was Hero Syndrome.Īfter a lot of feedback, I've changed directions of the game into what Hostile Mars is today, a base builder/defense third-person shooter. This is my first title (I had a few XBLIG releases as a nights and weekends thing).
#7 DAYS TO DIE CONSOLE COMMANDS ITEM NAME JUNK TURRET FULL#
I left my corporate job path as an Electrical Engineer to pursue game development full time. I've been working on this project full time for about 3 years now.
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