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Will there be any flying enemies in the game like drones and attack helicopters? Any boss fight levels?

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Currently I have attack helicopters planned and enemy mechs with rockets that can move in large arcs. There's also a dropship I've been working on that will carry the player into some levels and maybe also be used by enemies to land reinforcements. Bosses would be cool for each area, but I need to think about it a bit more.

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Airstrikes from fixed-wing airpower such as fighter aircraft might also be cool. Both as a tactical aid or potentially as an enemy force. Perhaps one of the weapons could simply be a laser designation device for allied airpower. 

Side note, I tried to recreate the lingering particle effects glitch by playing the game windowed in its native resolution and I basically just had a short battle with a mech, redeployed, and the effects were still there.

Did the particle effects fade out, or were they stuck motionless in their position and not disappearing? If it's the former, it should be a very easy fix on the next build, if it's the latter I'll need to look into it further.

I like the laser designator idea by the way. Maybe one or two missions will have friendly mechs that fight alongside the player.

They were motionless. When I backed into the main menu they also were there oddly enough.

Okay, that's not a good sign. Never had this problem, but something might not be clearing correctly on exit which could lead to a potential memory leak. I'll look into this further, thanks for the heads up.

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I can acquire video of the glitch but it's pretty easy to recreate. Just start the game, have a short battle with another mech, then pause to redeploy.

Just recreated it now, thanks. I think this should be a simple fix. The particle engine is paused when you open up the options menu and then unpauses when you close the menu. When you hit redeploy it doesn't perform the same unpause event, it immediately restarts the whole room with the old particles still deactivated causing them to be frozen in place. Will patch this in the next build.