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

05.17.22_pre-alpha_3.0.3.zip 127 MB
May 17, 2022

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