Another step in my drive to universalize as many of the elements as possible. Shots aren’t just things players can do, now, which means I can have enemies that shoot, and I can have different types of shots. The world expands. Etc.
I’ve overhauled the bullet system and brought it back to apparent parity, except I can add new bullets the way I add new enemies and powerups, and shooting/recoil can be done by anything—not just the player.
Shots also have trail details and a shield-damage multiplier, so the next stop will be the shield overhaul.
I’ve also created the
asterdroid_gunner_small sprites, and am looking forward to testing it out as the game’s first shooter.
Geoff test-played tonight and suggested:
- Powerups shouldn’t disappear on leaving the screen (or at least, should persist across one void transit)
- Powerups shouldn’t be shootable
- Powerups should seek better (I’ll use steering towards the player’s vector, rather than the player)