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Hostile Mars is a Tower-Defense Factory-Building game. You must create efficient supply chains, salvage destroyed enemies, and upgrade structures to support your gigantic cannons that defend your base against thousands of enemies.GIGANTIC GUNS

Post news Report RSS Hostile Mars Devlog #04: More Mars Plants, Shock Turrets, and Further Improvements on DOTS IK

Development Update Highlights: More Mars Plants, Shock Turrets, and Further Improvements on DOTS IK.

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DevLog 04 Cover min

This week was spent on a number of improvements with a goal to get the build into playtesting soon. I've also created a road map for the development up until PC and Console launch.
I wasn't happy with how the enemy interactions were so I reworked the behavior coding on how they react to bullet hits, seeing the player, and pursuing the player. It's getting better day by day. Here are a few of the things that were completed this week:

Turrets

Hostile Mars Tesla Coil min

Moving along to the turrets! I want to have the base turrets in the game and upgradable within the next few weeks, which include:

  1. Projectile Turrets (laser bullets, physics-based)
  2. Beam Turrets (continuous laser beam, hitscan)
  3. Tesla Turrets (shock turret, hitscan )
  4. Rocket Launcher Turrets (rockets, physics-based)
  5. Glue Turret (Coming Soon!)

I hope to have the VFX done in the next few weeks to show this one in action!

Environment

There are also a few new variants to the plant life on Mars, as seen here:

Plants min

Hostile Mars Lichen Plantlife mi

Looks like the terraforming activities paid off! I wonder if these can be harvested for use ...

Performance

I've also further polished the IK Conversion to be Data-Oriented and am seeing great results. Here is a test showing the performance difference between the traditional game object/object-oriented paradigm coding and data-oriented focused coding:

DOTS IK Conversion Test

Development Road Map

As promised, here is the roadmap for development:

Hostile Mars Development Roadmap

And More

Next week I am going to be implementing more enemy behaviors, focused on the ground enemies.
Ground enemies take more damage from most damage-based traps while being more resistant to physics-based traps such as force traps and other movement-altering traps.

After that I will be introducing combining enemies, a new enemy type that gets stronger with units packed closer together.

That's it for this week, another update on progress next week!

Take care,

-Jake

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