Heres a preview of some new stuff targeting is working Before, and behind the scenes, the Dross would swarm the rooms the soldiers were in. Now, they will attack the soldiers who are within range of their sights, attacking the closest soldier. This looks a lot more realistic, but the reason it wasn't implemented isn't do to an oversight, it just was something that other jobs were higher priority Slow motion command The original idea of the game was something along the lines of it being turn based, however we never wanted it to be strictly turn based since it slows down the game, a lot. To prevent the game slowing down, we have implemented our Command Ability. This ability allows the player to toggle time on or off. and still control the soldiers. This allows the player to command multiple troops, form strategy, and generally give them a break from fierce combat. Moving and shooting The original prototype did not have moving and shooting in the game, due to a few reasons. We built combat around this and thus, the levels, and gameplay all around. Now that the soldiers move and shoot we had to completely reinvent the feel of the game. Now the soldiers take position, turn to face down corridors, track enemy movement and are generally smarter than before. We have completed several final textures for the soldiers, With the overhaul of the gameplay, we have also done another pass on all the soldier textures. Hopefully this is the final one we will need to do.
https://youtu.be/F8WAJKG_rtg If the video doesnt work: http://www.indiedb.com/games/derelict-ios/videos
RoadMap April 2nd Deadline * Doors * Regular Door functions * Lock(red), broken(yellow ),open(green) * locks add dangerlvl to that pathway * added a obstacle agent on the door when it is lock * if Door is destroy turn off obstacle agent * shoot through Broken doors * change the animation of the open/close to a blend tree * bug function * bugs add dangerlvl to the doors * Lock Door/broken doors * attack doors if close enough * take health off the door when the until the door is destroy * Soldier Function * Lock doors * Hold down door to lock * Close the door * Turn the door red * Unlock door if door is red * Broken Doors * hold down door to pried open * Stay the color yellow * Door will play the destroyed animations * Heavy Doors * If door is locked it send message to all the nodes that it cut off from the world to send all the bugs back home and deletes them from the list * SlowMo * Camera travels 10x faster when Slomo on * Soldiers * Shooting * if there is a soldier that is in front of the soldier then ask that soldier to crouch * Critical Damage Modifiers * Guns Function * Shotgun * Assault rifle * Flamethrower * Double shotgun * Plasma * Carbine rifle * Light machine gun * Arc rifle * Mini gun * Heavy flame thrower * Movement * Soldiers stop when attacked * Soldiers can pivot while moving. Stops * when bugs are attack soldier make sure the soldier faces the bug * Running * double tap to run * can't shoot * walk *#runSpeed * run animation
Our Site: https://derelict-game.com Our SlideDB Page: http://www.slidedb.com/games/derelict-ios Our Twitter: https://twitter.com/Team_Derelict
What can I say? We are working hard! Today is March 31st, 2017, its been about maybe 8 years of Derelict? It certainly doesnt feel like that, its only been about a year since things have picked up. There has been a lot going on lately, Twitter has been good to us, with a high of 7k impressions a day. Oh and at the time of my writing this we are top of SlideDB with the #1 most popular app today. This is new, different. Kinda freaky. I am writing this to say that we are past the point of no return. We are past the hardest part, the most amount of work.There is no going back now. Win or lose. I will keep this short. Or try to at least, we will see what i end up writing. First, theres some new developments with the Ai. As planned, there is now more articulation to the level, with more going on regarding pathfinding and the basic Dross instincts. This makes the bugs more reactive to the player, more intelligent. Without breaking the core rules of how theyre supposed to work. So that will be the last bit involving the Ai, which is super. We have been working on the Ai alone for about 4 months. Next will be all the different guns doing different things. The things theyre supposed to do. For example the arc rifle currently fires. But its supposed to arc to other enemies. So they're all getting an new coat of paint like the Carbine rifle above. We are aiming to get one level hitting the right mood for the game. This involves the time to complete, the actions required by the player, Once the level feels right, that should mean everything used to create that level will translate to other level layouts. We are working with a larger level but currently its a work in progress. But so far, so good. We have been making puzzle pieces for the last year. Now we are assembling them, making the picture complete. ~Alex Team_Derelict
Thank you! https://youtu.be/UfI-bcpA8Qo https://www.youtube.com/watch?v=Xpj10fNTCaU Sorry my videos are not working!
Please go to this post now, this one is outdated http://forums.toucharcade.com/showthread.php?t=305765