Version 0.2 update


Changes this Patch

Graphics:

  • General
    • Changed temp title to “Super Slingshot Slaughter.”
      • To be honest I don’t think anything can top the original title of “Momentum Missile Mayhem” but it’ll have to do.
    • 5 Dedicated levels have been made, scaling up in difficulty.
    • Projectiles that go off screen despawn to prevent the possibility of a car spawning on top of one.
    • “Powers” have been renamed to “Abilities”
    • Changed “Blockers” to “screeners” because there’s too many cars with names starting with “B”
    • Aspect ratio has been fixed to 16-9.
    • Not sure if this was happening before but ‘fixed’ the game not realising when you’ve cleared all waves.
    • Reworked the wave spawning system to allow for more complex spawns than just 7 static positions.
    • Added a volume control slider on the main menu.
    • Moved the exit button to the top right corner.
  • Gameplay
    • New enemy! The swarmer. These little buggers are fast, and tend to travel in groups.
      • They have basic path finding AI that lets them at least try to move around other cars.
    • New projectile! The shotgun shot. Fires a large projectile that quickly splits into an arc of 12 smaller versions of itself. Good for dealing with swarmers.
      • The secondary projectiles deal very little damage so they’re not that good for other enemies, though I’m sure there’s some use for them.
    • New projectile! Splittershot: On contact with an enemy it breaks into two smaller versions of itself. This splitting only happens once.
      • This is best used against lines of enemies, especially if one of them has been moved back a little.
    • Gave the projectiles and the walls a very small amount of friction to allow for rotational physics, gives them a better appearance of physical structure. Additionally it nerfs the strategy of throwing out projectiles almost right at the wall for the enemies to walk into, because the friction eventually leads it to a perpendicular bounce.
    • Enemies now apply an explosion force on nearby enemies when they die. This should allow for more chain reactions against clumped opponents.
      • The explosion also slightly affects projectiles.
    • Fast projectile (number 2) energy cost nerfed from 250 to 450. The damage reduction is cancelled out by the higher speed (faster collision means more damage) so it costs more now.
    • Basic cars and Chunkers have had their health reduced, as the game feels like you get overwhelmed due to them spawning before others die.
      • The alternative was to just have less enemies, which defeats the point of “crash your opponents into each other”
  • Graphics
    • Added new graphics for the projectiles, they look much cooler now.
      • They now also have an energy ring around them. Doesn’t do anything, as the collider is on the circle in the middle, not the actual ring.
      • Adjusted the trails to match colours.
    • Added new graphics for grass and the walls.
    • Enemy “Death explosion” now more consistent, and a full ring. Should be sized to match the explosion force.


Planned future content.

  1. More abilities
  2. More projectiles
    1. Flame projectile planned.
    2. Freezing projectile planned.
  3. More enemies
    1. Tank with vulnerability in the rear planned
    2. "leaper" enemy that can teleport short distances.
    3. "Absorber" enemy that can destroy some of your shots.
  4. Better artwork for enemies.
  5. UI elements replacing default Unity UI with custom stuff.

Files

Build02.zip 31 MB
Dec 02, 2018

Get Momentum Missile Mayhem Fan Project

Leave a comment

Log in with itch.io to leave a comment.