CHANGELOG - v0.15 [Improve My Game Jam 30]
Update v0.15 overhauls the Enemy Wave System.
Previously, enemies would just spawn in endlessly one after another without any sort of wave system implemented.
This would result in performance tanking with 20+ enemies on screen and enemies getting stuck in their spawn points, because too many would spawn on the spot and not move.
With this update I fully implemented the Wave Mode as instructed by Ryan Laley in his Tutorial Series:
(With the exception of the unlockable spawners)
Now there is a proper wave system where each wave spawns a certain amount of enemies that have to be defeated in order to progress to the next wave. And the amount of enemies is endlessly increasing with each wave, but capped at a maximum of 5 concurrent enemies in the level to avoid possible performance issues.
This is obviously a workaround for an optimization issue, which needs to be adressed in a future update.
I also made use of enemy variations and added one that is simply faster than the others. It will start spawning in with the second wave at a lower count than the normal variant, but increase accordingly with each wave.
The way it's implemented makes it pretty easy to create and include further variations to the enemy pool.
Here's an overview of all the game mode specific functions necessary for the wave system:
And how the HUD widget is being updated with each change during play:
I also scratched the previous level-design and kept it much more basic.
Works well to avoid unnecessary headaches when play-testing.
For a general overview of the changes, view the list below.
GAMEPLAY
- Implemented a fully functional and customizable Wave System.
- Added one additional enemy variant that runs faster than the normal one.
- Improved the way that the "no shooting" zone at the spawn point is handled (but it's still a WIP).
- Adjusted the weapon position and rotation and made projectiles actually shoot into the direction the muzzle is aiming.
UI
- Added a dynamic crosshair.
- Added counters for waves and enemies left to defeat and a notification for wave transitions.
LEVEL DESIGN
- Redone with less but meaningful obstacles.
- Adjusted enemy spawner positions for more variety.
VISUAL
- Disabled Lumen and Ambient Occlusion.
- Added a Postprocessmaterial which removes tonemapping. This shows textures in their true colours, especially noticable in the skybox.
And that pretty much wraps up this Update.
Now try it yourself ;)
Be sure to let me know of any feedback via comments or messages.
It's the best way to help me improve this Project ^-^
If you want to stay in touch or see more of what I'm doing, check out my Socials.
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Yours,
Dom
Files
Get ReBOT UNIT [Prototype]
ReBOT UNIT [Prototype]
An endless robot wave FPS.
Status | Prototype |
Author | domfiglhuber |
Genre | Action, Shooter |
Tags | Endless, First-Person, FPS, Robots, Singleplayer, wave-shooter |
Languages | English |
More posts
- HOTFIX - v0.15.2Dec 01, 2023
- PROTOTYPE RELEASE - ReBOT UNITNov 17, 2023
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