V0.5.0 Update - new building, enemy, enemy behavior improvements


March update feels like a transition from building systems to adding more content. I added 2 new buildings and a new enemy type, along with updated enemy behavior. I also did some substantial balance changes:

  • Gate building - this added a new concept to buildings you can walk through. Most buildings up to this point were just cubes. The gate is a multipart building, making it much more complicated and hopefully lays the groundwork for future buildings of this type;
  • Auto turret building - it basically replaces the wooden tower as a simple automated tower. The wooden tower now only shoots if manned by humans. However, the wooden tower has buffed range and when fully manned has a much higher shoot rate. It also has a bigger inventory.

  • Armored beetle enemy -this large lumbering beetle of a bug is slow to walk, but has a huge health pool and does splash damage, It does not pose a huge threat to the player but it will absolutely wreck your buildings. Appears towards the late game
  • Offscreen indicators - I added this due to feedback from players and it makes a lot of sense! It's unclear which direction the next wave will come from. The indicator will show the "threat level" of the enemies, which is not the same as the number of them. For example the basic roach has a threat of 1 while the armored beetle counts as 5. These indicators are also extended to other events like when humans are coming to join you. Other events in the future will also use this feature.
  • Enemy wave formations - up to this point enemies just run towards your base when spawned. This feature adds some intelligence to the enemies. They'll first spawn, then group close to your base. Then they'll send enemy types in sequence so that they roughly hit you in a blob. This actually makes defending much harder. I hope to add additional features to formations, especially around boss fights and ranged enemies. E.g. there can be a formation type where the enemy just sieges you from afar so you have to exit the base and face them head on.
  • You can finally heal yourself! If you just hangout by the ship, you'll auto regen health.
  • UI updates - most costs now are using icon images. Also added hover tooltips to icons so it's clear what they are. Will extend tooltip functionality later to include more details for each UI component.
  • Balances - each wave now generates A LOT more enemies. To balance this out, they have slightly lower health, bullets cost less, walls have more health, and towers fire a bit faster. I think this improves the fun of the game where you actually feel like you're defending a swarm. However, I do think overall the game is more difficult especially with the formations update. If your towers run out of bullets during a wave you will absolutely get wrecked
  • Refactoring and cleanups - these are unseen things by the player but as the game gets more complicated, I'm constantly re-writing parts of the system. This time I had redo enemy behaviors as we added a lot more logic to it. Also added more testing functions to make it easier to test different scenarios.

For V0.6 April update:

  • Enemy hives - this will upgrade the current enemy "camp" system where there are just random enemies in the world. Hives will spawn enemies when you are near. Not only will this improve the game performance since we dont need to persist a bunch of enemies, it'll make the world feel more infested as well. The goal is the make it so the player does not feel like they can roam freely in the wild. It should feel dangerous to leave the base.
  • Quests - there will be optional events where the player must venture out to do something. E.g. clear a hive to get some rare resources. I think this will add to the mix of options a player has at a given time: do I keep fortifying the base, explore, or do this quest?
  • Building tech tree - a lot of play testers have given this feedback. Especially first time players early in the game, the build menu is super overwhelming. Hopefully the tech tree will give a clearer build order and also give the player more structure on what to work towards.
  • More ground types. This serves two purposes: 1) it will add more variation to the world and 2) some ground types will slow the player down, making it much harder to kite enemies.

That's it in terms of broad strokes.

Thanks if you read any part of this :)

Files

Reclaim Earth PC v0.5.0.zip 44 MB
45 days ago

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