Version 1.1 Fratricide Update


A lot of small changes including minor UI improvements, audio configurations, more control options. The biggest change is fratricide, the idea actually came when i was playtesting and it lagged like mad when there were too many enemies. Object pooling or simply limiting the number of spawns sounds so tedious and boring. So i just made the enemies able to kill each other and the mines have a set lifetime.

There’s also a version i uploaded onto Newgrounds, and with that i think it’s time for me to move onto other projects. Please consider supporting me if you’ve enjoyed the game.

v1.1 changes:

  • Slowed down player speed interpolation, increased boost cost, and reduced boost gain

  • Mine now only lasts 30 seconds before exploding, and floats a certain maximum distance around the player

  • Missiles can now crash balloons and explode on collision with other objects besides the player

  • Lasers, Mines, and Rams can now make most enemies explode

  • Adjusted maximum firing distance of some enemies

  • Added corresponding score and boost increase for fratricides

  • Enemy Spawners now have reduced cooldown overtime

  • Audio Mixer removed due to WebGL limitation and removed “master volume” control along with it

  • Configured multiple sounds to forced mono

  • Reduced laser sfx by -20db and adjusted pitch

  • Fixed bug with Pollen Child’s animator

  • Added keyboard & controller input for pitch, yaw, fire & pause (though unsure if controller input will be compatible on all controllers)

  • Added a toggle to disable mouse movement

  • Plugged some holes in the mesh terrain with rocks

  • Reconfigured event text display to have a much shorter cooldown

  • Reconfigured rendering priority for smokes and lasers

  • Added a faster explosion for player bullets

Comments

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(+1)

Awesome update! Thanks for adding in controller support.

The only bug I've found is that the music doesn't always start on restart and it doesn't always stop when pausing. (and you can still go under the map)

Controller suggestions (calling the regular controller "controller" and the helicopter controller "joystick"):

  • It's hard to shoot with a controller because you need to press the A button while holding on both sticks, would be cool to shoot with the triggers.
  • Pressing B on controller could fast restart
  • The Dpad should be the same as the right stick on controller because:
  • The joystick doesn't have the "arrow keys" (right stick on controller), but it does have the Dpad. Also, it has a "turn" axis (called axis 6) which could have the same controls as the right stick's horizontal axis on the controller (left/right keys on the keyboard)

Alternate controls (toggleable) (to make the joystick work like in simulator games): 

  • Switching W and S with the Up and Down Arrows, and switching W with S

So the keys would be:

W: Down Arrow, S: Up Arrow, Up Arrow: W, Down Arrow: S

Non-controller related ideas:

  • Adding rings (flight challenge, maybe on a separate map?)
  • Boosters (if you're in it, you go faster (would make the map more interesting))
  • Coins (gives you points)
  • Damage when crashing into something?
  • Damage indication on the ship (might be too hard, if you'll do it, leave it for last)