Update #9: September 9th

Yoooooo we've been busy prototyping over the last two weeks making some off-the-wall stuff that either we dreamt up or was suggested to us by fans and playtesters. WARNING: what you see below is in no way polished or refined - they're prototypes, meaning that each one is only meant to be a rough proof of concept.

 This is the Auto Rover, meaning that it moves around a level on its own. We liked this concept since it provides us the ability to craft level-flow more precisely and actually improves the pacing by taking that agency away from the players. We have a lot of other ideas for this bad boy, but we'll be deciding in a few weeks if we want to keep it as a feature. 

This is the Auto Rover, meaning that it moves around a level on its own. We liked this concept since it provides us the ability to craft level-flow more precisely and actually improves the pacing by taking that agency away from the players. We have a lot of other ideas for this bad boy, but we'll be deciding in a few weeks if we want to keep it as a feature. 

 Eric, our AI engineer, has been working on recrafting our enemy AI. Before this upgrade, each individual enemy would lock onto a specific player and not relent until that player was dead. Now they switch to whatever player is nearest. We'll keep you updated with more AI stuff in the future. 

Eric, our AI engineer, has been working on recrafting our enemy AI. Before this upgrade, each individual enemy would lock onto a specific player and not relent until that player was dead. Now they switch to whatever player is nearest. We'll keep you updated with more AI stuff in the future. 

 Another fun spin on the rover was giving the players the ability to drive it. While this concept is still in need of a lot of polish, it was fun driving the rover ourselves and gives us the ability to make large, open maps for players to explore. 

Another fun spin on the rover was giving the players the ability to drive it. While this concept is still in need of a lot of polish, it was fun driving the rover ourselves and gives us the ability to make large, open maps for players to explore. 

 So we have three temp levels in the game and we made a level select system to be able to switch between them. It's still not perfect and we'll have to expand on it when we have more levels, but it demonstrates the diegetic direction we want to be going in for elements in games that are typically interfaced-with using UI.

So we have three temp levels in the game and we made a level select system to be able to switch between them. It's still not perfect and we'll have to expand on it when we have more levels, but it demonstrates the diegetic direction we want to be going in for elements in games that are typically interfaced-with using UI.

 And lastly what you see here might be pretty confusing at first. We made a weapon tier system where as you collect certain amounts of Ore your weapons grow in size and power. So whereas a normal Mine Launcher isn't nearly as large and only shoots a single mine per trigger-pull, this upgraded Mine Launcher is huge, has a greatly increased fire rate, and spawns three mines per trigger pull. We prototyped this in order to give players tangible rewards throughout the level and to emphasize progression, but it will definitely change in the future. We made similar effects for all of the weapons, although nothing is set-in-stone yet. You can look forward to a lot of weapon changes coming soon. 

And lastly what you see here might be pretty confusing at first. We made a weapon tier system where as you collect certain amounts of Ore your weapons grow in size and power. So whereas a normal Mine Launcher isn't nearly as large and only shoots a single mine per trigger-pull, this upgraded Mine Launcher is huge, has a greatly increased fire rate, and spawns three mines per trigger pull. We prototyped this in order to give players tangible rewards throughout the level and to emphasize progression, but it will definitely change in the future. We made similar effects for all of the weapons, although nothing is set-in-stone yet. You can look forward to a lot of weapon changes coming soon. 

Those are about half of the systems we worked on over the last two weeks, the rest not being as easy to show or as fun to talk about. We're currently in another prototyping sprint that will end in about two weeks, so look forward to more news and rad Gifs.