Tuesday, November 21, 2017

EvoWars - November Release COMING SOON!!!

You can find the complete list of updates on the main EvoWars page.

I'm almost ready for the November release for EvoWars!  

This will be the second official release of my EvoWars game making to v0.02.  While I'm still calling this an ALPHA release, it in itself is a full functional game.

The primary game mechanics are there for the battles.  I've auto-incremented levels in the engine to allow you to battle progressively harder enemies.  Most of those mechanics were handled in release v0.01, but I've fixed a few issues in this new release as well as built some brand new mechanics.

In this newest release, I'm introducing a few more stats you can upgrade -
  • Defense - This attribute will affect the amount of damage that can be blocked by your unit.
  • Reload - This is the amount of time it takes before you can deploy your next unit.
That rounds out the primary stats that I have planned.  In the background there are a few other calculations that happen to build the unit's secondary stats.  And this is everything from the actual movement, attack speed, blocking, size and color.

Color - the shade of your beetle is now controlled as a function of your stats.  Certain stats will amp up the red and others the blue.  I'll let you figure out which does what! ;)

Size - the size (scale) of your beetle will now also change a function of your stats.  That means you can have micro beetles zooming across the screen, or massive beetles tanking against enemy units.  You get to decide which way you want to build your unit!

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What else is new?

I've re-balanced some of the stat upgrades and costs and the enemy spawn settings.

The rotation for units has been capped to 45 degrees in either direction, preventing units from spinning around or getting stuck on the walls.

I've built a brief tutorial which explains the basics of the game to get you started.

Planning on releasing it this weekend... and maybe in time for Thanksgiving. 

Stay tuned! 

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