These two weeks involved lots of different activities, including content creation (crouch animations, particle effects), code cleaning and developing new systems.
Some of the work can be seen in this animation:
Design upgrades & implementation.
The design was simplified to reduce some coding issues and make it easier to understand. Used more artistic representations (strikethrough lines and question marks) instead of words and clever groups. Double readability of everything (words + symbols) seems like a good rule for accessible UI.
The implementation required refactoring some of the systems made for the previous (mini-)game to include things like radio buttons and control themes. This is more or less the current state of the implementation:
I expect to finish this up in the following weeks as the UI is ~50% done.
Interactive entities defined fully in SGScript code.
I needed some way to easily produce destructible/dynamic items, which was the reason behind the design of scripted items. Currently they support:
Most items will probably work according to these few rules (which are fully supported now):
However, there are still a few things that might be necessary to add for proper effect coverage:
Some future wishes:
Minor upgrades that are still quite important.
In the end, I'd just like to mention this one idea that popped up recently - producing a storyless, arcadey, gameplay-test shooter that would be released before TACStrike and contain pretty much just the shooting aspect of the game. Full alert mode, minimal stealth, no exploration, just fighting against AI in different environments, trying to survive various encounters.
The reason behind the idea is that I've been struggling with the shooting aspect of the game due to the chosen perspective of the game (aiming is currently somewhat unintuitive at the moment) and I'd like not to bet on too many moving parts with a big game. Exploration takes time to be fun, fights require tweaking. I'd like to tweak first and take the time later (preferably with some funding gained in the process).