Dev Log Day 7


Day 7

  • Added a Cargo Run mini-game
  • Removed Speedbrake when firing and Speedboost power-up. Feedback from playtesters is that these are “Meh” and don’t add much to the game.
  • Removed using dynamo power to emit a Smartbomb. Feedback from playtesters is that this is “Meh” and doesn’t add much to the game.
  • Every power-up now adds charge to the generator, with the battery power-up adding twice as much as the others.
  • The power-up drop rate now has a more even distribution.
  • Aliens are rendered in greyscale (ghostly) when their weapons are jammed
  • Improve the flight path of Bronze class aliens.
  • At 100% dynamo charge, it converts to a 50% boost to ship HP.
  • Award players Zone Cleared bonus points.
  • Award players a +15% dynamo charge at the end of each objective.
  • Added a multiple to the points awarded for destroying aliens with a smart-bomb power-up.
  • Made rewards for destroying stuff more “interesting”.
  • No longer take control from the players prematurely when a zone is cleared so they can scramble for any remaining power-ups.
  • Added pre-coloured rockets for each player instead of palette swapping. Saves quite a bit of CPU.
  • Re-balanced the player weapons power-up progression.
  • Remove unused game state properties
  • Fixed some bugs which crashed the game
  • Don’t make weapons sounds when player controls are disabled

Here’s a clip of the new Cargo Run mini-game and “ghostly” alien when the weapon jammer is active:

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