New Companion Targeting System

This time, I’ve improved the targeting system. Here are the configurable options that will appear in the game.

At first, before I improve the targeting system, the companions will target the closet enemy and switch targets every time the bullet is fired. I found out that the way the companion’s attack is way too stupid because sometimes it chooses to attack either heavy armored or weak enemy without prioritizing the target.

As you can see in the picture above, another useful feature of the satellite is the ability to use predictive aim, by aiming the turret at where the target will be by the time the projectile arrives. After a few tests on the predict aiming system, I see that it’s too overpowered. My idea is that I want to turn the predictive aim into an unlockable ability (might cost the player some credits) in which it might help balance things out.

The game is slowly taking shape

After I’ve been working on a few mechanics of the game, the flexibility of the game design process is getting better than before.

A few weeks ago, I took myself a lot of time to write reusable codes so that I can create something better. In term of hard-coding, it’s the process where you write the code to get it to work quickly but without planning how the code will be used again in the future, and whether it needs to rewrite, it becomes harder to refactor the code and eventually it consumes most of the time just for that. Incredibly, I have put a great deal of thought and effort into each minor aspect of the game before doing anything (plan, do, check, act). Start slower and become faster at the end.

However, there are obstacles that are in my way during the development process, but not really much of a problem. Mainly, it’s my language that doesn’t involve technical or native language, and maybe even grammar mistakes. So I have to correct them and make sure that there should be no mistakes before trying to comment or post something, but in this case, I hope you guys will be ok with that. The other things that will slow down my development process are that I can’t draw images that would depend on accuracy. Drawing alone takes a lot of time and maybe even one day to consider for just a small texture. That’s nut!

I have finished working on the consumable items that can be used in the battle. The next feature will likely be the equipment system. Will show you when I have time.