Finally we have settled in to Taipei . It took a little while because I was getting over jet lag and setting up a little office complete with a nice new office chair . Here is what I've been working on the last two days:
BugFix: Correct turret scale when attaching to shrimped host
Measure energy as "e" not percent "%", bounty is 10% of e not 10% of %
BugFix: Text chat sfx made global, since text chat no longer culled
Empty text message + Enter to hide chat window instead of ESC
Pod Ability and Powerball can no longer remove non-default pods
Traps always spread shot and now multi-directional like smash, with reduced self hit delay
Increased trap speed & drag, and reduced spread, extra effective
TopDown: Always fly & free anti-grav, but half max speed, height independent
No new pods once max number of pods has been reached!
For next week I have some improvements to the shrimp ability that will make it more effective when stalking your prey. I'm also going to experiment with the spread pattern on Explosives (there you go Ghost ) and give them the ability to cause double hit stun. I also plan on upgrading from Unity 4 to Unity 5 in preparation for the Map/AI/Co-op sprint. I'm super excited to start working on this next big sprint .
I'm also thinking of adding in a frog pod, maybe if you use the trap ability while standing in a frog pod you could fire a special frog-green version of the standard traps that in addition to the regular trap properties will also frog you until the traps explode How does that sound?
The frog pod could also give frog effect to your drone (with some sort of green FX as a hint). I also want to experiment with Dragon Ball Z style "beam" weapons as another possible pod ability. Maybe while on frog pod, you replace the regular frog projectile with a frog beam, and there could be other types of beams for other pods .