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Welcome to the October 2024 Hostile Mars Devlog! As we get further into development, the team has been hard at work refining every aspect of the game, from waves of enemy robots to player-driven systems and mechanics. This month, we’ve been focusing on improving the core combat experience, enhancing the game's systems, and introducing exciting new features that will shape how you defend Mars. Let's dive into what’s new and get you prepped for the battles ahead!
[h2]Combat-Focused Development[/h2]
We’re currently isolating the wave system and Home Base defenses, doing a deep dive into traps, turrets, player weapons, and enemies to see how they can be optimized. The goal is to make waves not just challenging, but also full of interesting choices for the player. Expect big changes!
Once we’re satisfied with the core wave mechanics, we’ll layer the manufacturing and logistics systems on top to further deepen the design. This process is taking a bit longer than expected due to the unique blending of genres, but we're getting closer to finding the perfect formula.
[h2]Grid-Based Behaviors[/h2]
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Our shift to grid-based traps and buildings is paying off. By using grid cells to track enemy positions, we can optimize how traps interact with enemies, making it easier to detect when bots are bottlenecked or when players have created efficient mazes. This optimization allows us to reward clever base-building strategies and reduce unnecessary complexity in the process.
[h2]Build Mode: Copy & Paste and then Blueprints[/h2]
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We’ve made a few quality-of-life improvements to Management Mode, streamlining the UX by automatically switching between selection and placement tools based on input. This speeds up the process of building and adjusting your base, making it feel more fluid. We’ve also added a copy-paste feature so players can quickly duplicate base elements and design more efficiently. You can even drag the blueprint to repeat over a large area! Take that all other games that don't have this feature!
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[h2]Player Status Effects[/h2]
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It’s time for the player to feel the impact of battle! We’re adding status effects like stun, knockback, and slow to make combat feel more dynamic and dangerous. These effects will add a layer of challenge beyond just managing health, making certain enemies even more threatening. Plus, we’ll be integrating improved animations so the player character reacts more naturally to being hit, adding a deeper sense of immersion.
[h2]Health and Damage Systems[/h2]
We’ve cleaned up and improved the code for handling damage and health, giving us far more flexibility in how entities interact in combat. Now, when an entity deals or receives damage, it can track what caused the damage and even trigger special behaviors—like bots self-destructing upon destroying a structure or spike traps activating on impact. This upgrade opens up new design possibilities as we fine-tune the game’s tower defense mechanics.
[h2]Grid-Based Power System[/h2]
Power has always been a tricky part of our game’s design, especially considering its importance in factory-building games. But in a wave-based combat game, a power outage during a wave could punish players too harshly. So, we’ve revamped the system into a grid-based power system.
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Power flows through tiles connected to a central generator. As long as tiles are connected, they’ll stay powered. If an attack breaks the connection, only those affected tiles will lose power—so don’t worry about catastrophic failures mid-wave. The new system simplifies power management, letting you focus on building without worrying about power shortages.
[h2]New Enemy Wave System[/h2]
While there may not be much to show visually, we’ve drastically improved the way waves are structured. Now, we have more control over where and when enemies spawn, allowing us to create more exciting and strategic waves. The new system lets us fine-tune which spawn points release specific enemy types, giving us the ability to design waves with more precision and intensity.
[h2]Art Spotlight[/h2]
This month, we’re giving you a sneak peek at some of the latest concept art for Hostile Mars! Our talented art team has been hard at work bringing the Martian landscape and enemy designs to life. From the gritty, industrial feel of your Home Base to the mechanical menace of enemy bots, the visual direction is getting sharper every day.
Expect to see towering enemy robots, deadly traps, and a Martian landscape filled with hidden resources and strategic opportunities. We can’t wait for you to experience these environments and enemies in action, but for now, enjoy this exclusive look at some of our newest concept art!
[h3]Concept Art[/h3]
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[h3]Models[/h3]
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That wraps up our October devlog! We’re excited about the progress we’ve made and can’t wait to share even more updates as we continue refining Hostile Mars. With major improvements to combat, new systems in place, and a deeper focus on strategy and gameplay, we’re getting closer to delivering a Martian defense experience like no other. Stay tuned for more, and as always, thanks for your continued support!
Until next time, keep defending Mars! 💥
We’re incredibly grateful to have such a passionate community and excited to keep sharing our progress with you. To stay up to date with all the latest developments, join our incredible Discord community: [url=https://discord.gg/Xd88eF8Teg]https://discord.gg/Xd88eF8Teg[/url]
Take Care,
-HM Team