Breach and Clear areas tactically in a team-based shooter.
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-Added the Hightower “hub world” from where you will go on missions
- sleep, food, stamina stats and mechanic
- 3 squadmate classes (apart from the generic one) - medicus, destructor and techsmith
- improved the procedural level generation
- -added resource gathering: tech chunks, fuel barrels
- added weapon destruction
- impoved the terrain to make it look less bland
- color wall destruction: now the debris chunks will be the same correct color not just grey. The coloring of the walls is all done programmatically ( as is the entire level generation)
- improved the AI's vertical aiming and flanking
- Added a night color palette for, well, nighttime so it looks more natural. Also team colors on ships.
- Added team logos/texts/propaganda to the generator. This will help the places feel more "intentional". Unaligned places will have various graffiti on the wall telling the player's team to get lost.
- optimized the AI to make many more NPC’s possible without framerate drops
- -carriers can "carry" items such as injured squadmates, fuel barrels, tech chunks
- -carrier damage and destruction
- Apart from the above, the biggest "unseen" bit of progress is how it's all coming together into something cohesive and playable
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