Wednesday, October 9, 2013

It's Alpha Time!

Yes, that's right - ZOMG Rockets! has entered alpha.  Things have changed a fair bit since the last update.  Where before we had a leisurely stroll through an outdoor cube world that involved lazily lobbing rockets at things, what we've got now is more of an up-close knock-down-drag-out rocketfest.

As you can see, there's a lot more close-quarters action.  Enemies are rendered as allbrights, for the vision impaired (this one's for you Joe).

There's also a new weapon, the repulsor:

Careful, don't kill yourself with it - ricochets are not to be taken lightly.

Other than the new and shiny, there are a lot of internal adjustments.  Those who know Unity will see the telltale signs of a Pro trial.  When the trial expires later this month, we'll be going Pro.  The shiny effects will be nice, but I'm just as excited by things like the profiler.

Here's a random grab bag of changes in the new release:

  • Improved enemy AI
  • New rocket launcher graphics
  • New weapon - Repulsor
  • Ambient sound
  • Random internal level generator
  • New textures
  • Improved lighting
  • Scorekeeping
  • Tracking for kills, deaths, time and score
  • Fight in the void of space
  • Improvements to character controller and motor
The changes are exciting, but there's still a lot to do before it's really solid.  Try out the latest build here and let us know what you think.  Comments and suggestions are always welcome.

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