Progress Update - v0.3.7.5


Hello there everyone,

Time for another progress update of the early access, as we move closer to 0.4, the first playable.

This time I was mostly reworking systems to be able to keep expanding the project (yes, again, and yes, probably will need to do more code refactoring in the future).

  

My version control software (GitHub) says more than 20 files where changed, not counting folders.

At this point I probably have improved at least 1/3, maybe even 1/2 of my prototyping code.

The downside is that most of the work can't really be seem, however, the game does work a lot nicer and is more modular now, so it helps with the expansions that will be coming in the future.

During this process I not only improved the logic and removed more temporary prototyping solutions but also found some bugs I wasn't able to squash before, and yeah, I made some logic mistakes.

Now I can add multiple configurations panels on the game so I can finally start working on the options to have more control settings for the launcher (like auto firing) and the camera angle feature, which are planned for the 0.4 version. 

You can see the old configuration UI in the screenshot attached, next post you will be able to check out the completed improved version.

For a more in-depth look of what is going on you can also check out the Codecks page of the project.

Changelog

v0.3.7.5
  • Moved around a lot of files to make the project more organized.
  • Reworked UI layout to be able to add multiple configuration panels.
  • Refactored UI and HUD code into their own specific components.
    This way I can add a new components and pages as per needed.
    Now we've paved the way for the upcoming features.
  • Fixed target acquisition bug where target list would be updated too frequently causing 'Auto Mode' to switch targets unnecessarily.
  • Fixed multiple small UI bugs that were found when refactoring code.
  • Updated some outdated menu text.
v0.3.7
  • Created a intro scene to greet players.
    • Added text disclaimer about early access.
    • Added navigation to next scene.
    • Set audio fade to avoid any possible jump scares when loading the next game scene.
  • Completed the capability of using all guidance modes in the game. Although some still need tweaking.
  • Changed launcher to stop locking if the "dumb" missile is selected.
  • Added crosshair UI for "dumb" missile mode.
  • Updated target explosion values and adjusted physics behaviour.
v0.3.6
  • Overhauled target movement code to work with physics rather than with position interpolation.
  • Fixed issues with proportional guidance modes so they can work easier with future updates.
  • Refactored some guidance code to be more consistent.
  • Fixed a bug where a missile that lost track could regain track if it was within reach of the target once again.
  • Change the behaviour of the missiles once they exhausted their fuel. Now they will fly for a bit and either explode on contact or after a few seconds.
  • Added new 'random' guidance option. Now each missile can be automatically fired with a random guidance mode.
  • Implemented the Itano guidance mode. Still testing some things out, so this one may change again in the future.
  • Fixed bug where Launcher would not sync aim direction with locked target.
  • Fixed bug where Launcher would show locked status on targets that were not locked.
  • Fixed target explosion force values that now needed to match new physics based movement of targets.
v0.3.5
  • Updated Unity Engine to 2022.3 version.
  • Added new 'Input System' to the project.
  • Changed configuration UI to close when pausing the game to avoid accidentally changing settings or stealing input.
  • Changed configuration UI to not allow to fire if mouse is over the UI panel.
  • Fixed 'Exit Game' button that was disabled for a test web build.
  • Overhauled 'Pause System' and now game pauses faster and with less problems.

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