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Comment History  (0 - 30 of 74)
Salt.
Salt. - - 74 comments @ Select weapon HUD wheel

Holding Triangle (for controller) brings up a weapon wheel. player can carry 3 weapons now.
tapping weapon swap (or mouse scroll) still cycles through weapons.
for keyboard and Mouse, numbers 1-3 are hotkeyed for weapons!

Good karma+1 vote
Salt.
Salt. - - 74 comments @ DROSS

Will do!

Good karma+1 vote
Salt.
Salt. - - 74 comments @ chaingun rework

(Fire rate increases while shooting)

Good karma+1 vote
Salt.
Salt. - - 74 comments @ DROSS

Thank you I will! It’s on my very long “to do” list! There will be a new update in a day or so too

Good karma+1 vote
Salt.
Salt. - - 74 comments @ DROSS

Thank you! I have a lot, and I mean a lot more to do. However I feel it’s a great start, and once I get the core elements done it will hopefully go a fair bit smoother.

I am aiming for a solid level loop like risk of rain 2. But that means I will eventually need the item pools to match, as well as the enemies to level up to compete.

Good karma+1 vote
Salt.
Salt. - - 74 comments @ DROSS

Finally...

Good karma+1 vote
Salt.
Salt. - - 74 comments @ DROSS

I’ve had to fix pathfinding, it was a huge pain. The bugs reaction time was delayed and it’s just bogged the system down. So that’s what I’ve been working on, I’ll post an update soon.

It’s a whole lot better across the board now that that’s fixed at least

Good karma+1 vote
Salt.
Salt. - - 74 comments @ DROSS

Balance & polish ATM

Good karma+1 vote
Salt.
Salt. - - 74 comments @ Xeno-horde Roguelike Dereliction: August 25th, a much needed update

Thank you I always appreciate your comments :D

Good karma+1 vote
Salt.
Salt. - - 74 comments @ minigun 2

:D

Good karma+1 vote
Salt.
Salt. - - 74 comments @ DROSS

Progress is good, lots of polish, like making sure doorframes face the correct way.
-Bugs kinda follow players strafe
-kicking a bug is prioritized over an item pick up, and a pickup prioritized over item smash
-fixing animations, more animations
-more (better) art
etc

Good karma+1 vote
Salt.
Salt. - - 74 comments @ Dross tentrils

Thanks! it's always a tough call between whats needed, but i felt more weapons, bit better art etc. prolly good.

now i gotta fix all the issues i created in the process :P

Good karma+1 vote
Salt.
Salt. - - 74 comments @ DROSS

Thank you so much!

Good karma+1 vote
Salt.
Salt. - - 74 comments @ CO OP

Thank you, I had writer's block for a few weeks, glad this is what I decided on for next

Good karma+1 vote
Salt.
Salt. - - 74 comments @ DROSS

More than slight hiccup, working on it tho. Didn't want to write about getting something not working, but its been a little longer than "just one more day" So, I should probably mention it soon.

All's well tho, just not all's done tho

Good karma+2 votes
Salt.
Salt. - - 74 comments @ DERELICTION: Jan 23

Thank you!
The "difficulty" increases when the player kills bugs, slowly over time, and when the player progresses.
The growth amount uses the difficulty, and the tougher it is, the more there will be in the level.
However, the player will have options like a flamethrower as a base weapon, and shouldnt be able to make the level completely safe by removing enemy spawn points etc. unfortunately thats what would happen if a nest could be destroyed.
The nest currently calls for nearby bugs to protect it if the player is walking on it, and I plan to have big bugs guarding those areas too, so, essentially theyre areas to be avoided.

Ive been holding off on several layers to the level, but I feel since youve brought it up, I should get on working on those :P
thanks for the message, cheers

Good karma+2 votes
Salt.
Salt. - - 74 comments @ Raw video jan 17

Thank you, that means a lot!

Good karma+1 vote
Salt.
Salt. - - 74 comments @ Working On improving Combat

I appreciate the advice, as well as keeping up to date with progress!

there are currently 3 swarm varieties, and ill be making the art more noticably different, fast running bugs, slower tanky ones, and larger swarm basic ones. These all share similar behaviours.

Ill be adding (tenatively) single large guard bug(large wandering one to kinda avoid). alert style roaming bugs to alert swarms to the player. and nest guard style bugs who wont roam but discourage the player traveling through the nest areas.

Everything I design tho has to fit into the procedural generator, which is taking far more of my time than game mechanics sadly, and then I gotta create all the art for it. So yea, small steps and slow ones too.
I get about 10 hours in a day and only get one or two things done, I look forward to you seeing the next video!

Good karma+2 votes
Salt.
Salt. - - 74 comments @ Combat teaser

I agree, and ill take it to heart. I feel I need to figure out some more core combat stuff, so probably temporarily strip away the level, multiple swarms, and maybe just have a single swarm, open room, and get creative.

If you see it then, please leave some feedback. I certainly need to make the "core" enemies interesting, well before adding on more different stuff

Thanks for the feedback!

Good karma+1 vote
Salt.
Salt. - - 74 comments @ DROSS

thats me and me :P Ill work on my video editing

Good karma+1 vote
Salt.
Salt. - - 74 comments @ DROSS

Thank you for the support, Its nice to hear Im doing something right!
Im trying to do something unique with the enemies, and not use skinned mesh renderers, but, once thats working, you will definitely start to see some animations
Cheers

Good karma+1 vote
Salt.
Salt. - - 74 comments @ Level Pathways

thank you, i really never know what to say

Good karma+1 vote
Salt.
Salt. - - 74 comments @ Level Created

Steady and decent! thanks!

Good karma+1 vote