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Advance Quest v0.9

Real time advance wars with an emphasis on quick progression, large scale combat, and turret defense · By BigChunkyGames

Changelog for v0.8

A topic by BigChunkyGames created Jan 17, 2024 Views: 37
Viewing posts 1 to 1
Developer (1 edit)

*features*

- slime

- cave

- replace destination point with flag

- time controls

- lerp zoom in transition so you can see the whole map on map change

- structures can have individual unit state and its on the control card

- strcutres buy units before producing

- put price of production on control card

- can target structures

- can control groups of units

- all teams's money UI

- death particles

- player respawn costs money

- make assault different, less passive

- crates

- destructable rock

- income ui

- cave lighting

- pushing units is too strong, making pushing allys less

*just kinda things you gotta do*

- update controls UI (and zoom)

- handle case where 2 or more selection indicators would be present from shift f on mulitple structures

- handle pause with defeat/victory screen

- raise up player health bar depending on zoom level

*bugs fixed*

- player doesnt die when falling off side the second time

- turret range is weird

- unit heal numbers not showing up

- neutral units stopped being idle

- units dont skip frames initially or else they go wack when staying on start

- turret did not switch targets on player targetting structure

- unit didn't attack nearby enemies when set to stay with q (it was because shift calls the Team setter on units which clears the unit detector list)

- units look at nearby enemies while commanded to attack structure and stop attacking

- units dont always defend after reaching rally point even though the code says they will

- global commands apply to newly spawned units

- units stop following player when player dies

- neutral units dont have gravity and float away lol

- stay point does not go away on unit death or level change

- rally point persists to main menu :P

- zoom grows too far

- die while interacting with building doesn't softlock

- restarting didn't restart game1 timer bug