Devlog #22

Hostile Mars

Hostile Mars is a factory-building game focused on combat! Explore an open world and discover new tech to unlock powerful weapons and structures. Create efficient supply chains using delivery bots. Salvage destroyed enemies for resources. Design your base to withstand increasing waves of enemies!

[img]{STEAM_CLAN_IMAGE}/38753232/1d08adaef81a2d2543463bcd36d0aa6742cf7dc6.jpg[/img] Welcome to another edition of the Hostile Mars dev log! Going forward, you can anticipate a monthly dev log update, scheduled for the first of each month. We've got a wealth of exciting updates to share, including a new art direction, innovative gameplay mechanics, and much more! [img]{STEAM_CLAN_IMAGE}/38753232/877963ad409ca63c0d3dd73804a822640f425b40.gif[/img] To enhance readability, we're streamlining our descriptions for each item, avoiding lengthy paragraphs of information for each change. Your feedback is invaluable to us, so please share your thoughts, and if there's anything specific you'd like to see in future dev logs, don't hesitate to let us know! [h2]New Automation System[/h2] [img]{STEAM_CLAN_IMAGE}/38753232/e1f78dabff36f0f29024eb7f45c40d70efbda46b.gif[/img] We're diligently refining our automation system to harmonize with the evolving game dynamics. Our goal is to empower players to delve into intricate base automation while ensuring that the core experience still revolves around strategy and combat. Through playtesting, we've introduced a revamped delivery route system that offers players clear visual cues to gauge the effectiveness of their routes. Creating a new route is now a breeze—just click, drag, and release! This intuitive system automatically selects the items used by machines and facilitates routes to and from storage boxes. [h2]New Art and Design[/h2] Some exciting concept art! (No representative of final designs) [img]{STEAM_CLAN_IMAGE}/38753232/4f034b39c1733a460dd60fb47be76da64f188747.jpg[/img] [img]{STEAM_CLAN_IMAGE}/38753232/7feaaa493924d356a1f0a434a8a18720438f5125.jpg[/img] [img]{STEAM_CLAN_IMAGE}/38753232/e2fe19366773e7d756eb799cf50ce851ec81a87b.jpg[/img] [h2]Push Traps[/h2] [img]{STEAM_CLAN_IMAGE}/38753232/fdaa7a4fdb417d3fd0128e6551644b27c346c711.gif[/img] We've been working a lot on physics-based traps like this one, the push trap. This is a massive plate with an expanding mechanism in the wall behind it. When triggered by an enemy, the trap swiftly moves outward, delivering a powerful strike. However, its effectiveness is limited by the force it can exert, so if there are too many enemies to push, it might not be as effective. [h2]New Enemy System[/h2] [img]{STEAM_CLAN_IMAGE}/38753232/2386f6d3d83e715cd0279e600e5b408269fcd31e.gif[/img] Our core gameplay centers on robots, be they allies or foes, with movement and behavior as pivotal elements. The previous system, developed over years of experimentation, struggled with handling numerous enemies and customizing their actions. To tackle this challenge, we gleaned insights from playtest demos, embarking on a journey to enhance modularity and performance. Initially, I created distinct systems for each robot, uncovering the potential for a versatile, universal system. The new architecture prioritizes movement, employing two modular systems for translation and rotation. These systems consist of multiple "mini behaviors" for creating comprehensive movement patterns, allowing real-time parameter adjustments for complexity. [h2]Enhanced Build Mode[/h2] [img]{STEAM_CLAN_IMAGE}/38753232/097e94a6a8c1516e1e4e99da0c3f61000467aac8.gif[/img] We spent time cleaning up the player build mode. While most changes were on the backend, we also implemented the ability for players to click and drag to place multiple traps at once, along with the option to snap scrap-tier traps to the grid. [h2]Improved Pathfinding Efficiency[/h2] [img]{STEAM_CLAN_IMAGE}/38753232/5234e1c1ffa9e452369144fc520c3085438fdd4b.gif[/img] The new enemy system also necessitated efficient pathfinding at scale. The previous system, effective on a small scale, became cost-prohibitive when handling multiple entities requesting paths simultaneously. Moreover, it was designed for the earlier Unity ECS version, lacking the memory and computation optimizations of our current version. We completely revamped the pathfinding system, envisioning a scenario where multiple entities share the same path. Now, requesting entities are grouped by path, sharing data rather than maintaining individual copies. Leveraging new ECS features, we improved how various states are represented and safely managed data disposal. [h2]The Objective System[/h2] [img]{STEAM_CLAN_IMAGE}/38753232/d08f798a0b5bf4570e7d1c8b912f081280183b01.gif[/img] We've also added a new objective system. The modular design allows objectives to be built piece by piece and reused, offering flexibility for creating custom or specific objectives as needed. The system interacts with the world and reacts to the game state, enabling the addition of world elements that guide players or respond to their progress. That's it for this dev log. Moving forward you can expect a new one on the first of each month! If you want to keep up with development, join us on Discord: https://discord.gg/Xd88eF8Teg Take Care, -HM Team