New Maps & Enemies for Testing! Set Dressing WIP
Pre-Alpha Build v3.0.3
New Enemies, new maps, tons of balancing, more game feel.
Art is WIP but you can enjoy the combat.
Changelog:
Gameplay:
- Enemy HP values rebalanced to represent faster combat pace:
- Bomb Bot is now 1HP
- Bomb Turret Minion now 6HP
- Heavy Shot Flier now 20HP
- Heavy Turret now 80HP
- Light Bomb Flier now 8HP
- Light Shot Flier now 8HP
- Tread Turret Minion now 8HP
- New Enemies and Projectiles
- Bouncing Projectile enemy: Fires bouncing projectiles in all directions
- Multi-bomb Projectile enemy: Fires bullets containing other bullets, explods either on player contact or timer
- Tethered Projectile flying enemy: Flying enemy which fires linked bouncing projectiles at the player
- Flower pattern enemy: Fires non-bouncing smaller projectiles in a spiral flowering pattern
- Entirely New Map with design philosophy of: Something new in every room
- Starting area reworked to better tutorialized controls & power
- Desert area reworked to have 3 maps instead of two
- Jungle area reworked to have 3 maps with a final end map
- Reward zone 2 has HP refills
Graphics:
- Added UI sway and shake
- Added more camera jolt on shoot
- Tuned the way the camera reacts to walls in the environment
- Most bullets are now rendered using the particle system to allow for more things on the screen at once
- Statically colored scenery which does not need SRP rendering has been replaced with standard URP materials to ensure they can statically batch
Performance:
- Added the adaptive performance package
- Game defaults to native resolution
- There is not a static cap of 1000 projectiles active at once
- All projectile now use Discrete physics collision checking rather than Continuous to save on physics performance bandwidth
- Shadow maps reduced to a resolution of 256
- Anti-aliasing set to 2x
- Aerial enemies only check pathfinding sphere-casts at 24fps now instead of frame time
- Baked more detailed occlusion culling data within the start scene to ensure more optimized render time
- Overrode projectile raycast as after 300+ per frame check, performance fell
- Optimized the Heavy Turret's bullets and removed all lights, mesh renderers, or unneeded particle effects
Other:
- Rewrote door code to make sure they hook up on reload
- Updated main menu to reflect new art style
- Reworked dash recharge sound
- Made sure some rock faces were visible and not too smooth. will revisit this with the art pass
- Fixed jump pads
Files
Get Rock Hopper (Prototype)
Rock Hopper (Prototype)
Rock Hopper is a prototype action shooter with bullet hell elements
Status | In development |
Author | JoshGameDev |
Genre | Shooter, Action |
Tags | Bullet Hell, Third-Person Shooter |
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