Devlog 2026.2.16

So I spent a LOT of time today playing and balancing things. I learned a LOT. Despite being a relatively simple (or so I THOUGHT) two stick shooter, there are a surprising amount of things to get right. So, as of the end of this day and this morning - I feel like the vertical slice is basically "done" and will start pulling out and separating this code into reasonable classes instead of "cram everything in World.cpp".

  • refactored the feel on a LOT of movement related things. Tank feels less "heavy" now. Plotwise - we are inside a computer, so I want it to feel light and nimble.
  • wanted to implement some more precise damage effects so I refactored health for everything by 100x. So a shield segment not has 400hp, not 4, etc.
  • added the first Ability: Disruptor - basically a smart bomb: instantly clears the screen of all enemy projectiles, and does 500 pts of damage to all on-screen enemies. Has a 20 second cooldown, indicated by a bar on the HUD
  • created HUD elements for Health, Phase, Shield status, and Disruptor charge time.
  • Added Overshield: triggers when 5 stacks of bounce are acquired. It does all of the following: Speed Cap from 5th bounce remains in effect, Increase BASE speed to that of Boost. Take no Damage. Shield Takes no Damage, AND Damages enemies, 500 per tick. All effects wear off when Overshield timer expires, lasts 7 seconds. It doesn't currently need a cool down, but I will have to see how it performs on an actual level. It's ridiculously strong, but tricky enough to set back up so you can't really spam it.....yet.
  • Added ability for Missions to have multiple Objectives which need to be competed in order in order to see the Victory screen. It pauses a few seconds between Objectives.
  • Added RADAR. holy shit did it need this. :)

Next up: re to the fact to the re-fact-orrrrrrrrrrrr.