GAMEPAD Update! Auto-aim and much more!
Author: Thiago Kadooka,
published 1 year ago,
Another major update to the game! I'm probably nearing the end of updates for the demo, while also working on developing parts for Area 2 of the game (Deep UNSPACE) in parallel.
Area 2 won't be available in the DEMO, but I'll likely continue adding new weapons, passives, etc. to the demo itself.
Well, the focus of this update is GAMEPAD support, which I've been meaning to add for quite some time. The truth is, I simply didn't have a good idea of how to translate some of the mouse-based abilities and mechanics to the gamepad, but I think I finally figured out what the game needs for smooth gameplay with a controller. Below is a video demonstrating how the new targeting mechanics work:
[previewyoutube=2LbioroY6G4;full][/previewyoutube]
I remember many people telling me that aiming, dodging, and shooting simultaneously in the game was difficult. For me, as someone who has probably played my game the most, it's easy to do these tasks as second nature, but for players, it's quite challenging, or even frustrating.
This made me think that while this mechanic may be interesting and challenging, I believe that for many people (and probably the majority), it's more frustrating than challenging. With that in mind, I decided to change the entire mechanic to a more "automatic" approach, where the player can lock onto the enemy and simply shoot at them, focusing more on dodging bullets rather than precisely hitting the enemy.
However, I still had the issue of bullets in the game not always hitting the target, especially if the target moves in curves, so I also added the possibility for the player to move the targeting in relation to the enemy's position, so that the player can make a small adjustment in the direction the shot is going, which is usually enough to hit the enemy.
I believe the mechanic turned out to be so satisfying that I personally (MAYBE) enjoy playing with a gamepad more than with a keyboard and mouse, even after so many years of getting used to them.
[h2]New Red Spider Nebula Background[/h2]
[previewyoutube=IxZXJBnqL2w;full][/previewyoutube]
I also created a new background for sector 2 of the first area in the game. Originally, Red Spider Nebula was supposed to be the second area in the game, but I ended up changing it to Deep UNSPACE as area 2. To not completely discard the idea of a red nebula area, I implemented it in this sector.
[h2]Free Movement in the Cockpit[/h2]
[previewyoutube=jfkbY3Db-uo;full][/previewyoutube]
One of the things I really wanted to do is allow for more free movement within the cockpit, so that players can move around without being stuck in fixed positions. This will help with exploration and allow players to get up close to exactly what they want to see.
[h2]Background for Sector 2 of Deep UNSPACE[/h2]
[previewyoutube=RuXgMCg59IQ;full][/previewyoutube]
I've been thinking for a long time about creating a new background for sector 2 of Deep UNSPACE, and I finally made it a reality. I'm bringing a more "bizarre" effect to the new region, with abstract and strange elements. One of the styles I really like is Dark Fantasy, and I want to convey that feeling throughout the entire region of Deep UNSPACE. In the storyline, the Dark Old Sun is a mysterious and little understood figure, and I want to convey that sense of mystery in the new area.
[h2]What's Coming Next?[/h2]
I won't list all the changes and modifications here, as I'm not sure if anyone actually reads this... if you want to know more, comment below ;)
But in summary, I made several changes to how crystals are collected and increased the amount of crystals on the screen. I also slightly improved some weapon mechanics, adjusted market and workshop values, and now DOSII is fully compatible with gamepad on Steam. Additionally, I made many other small changes.
For the future, I plan to revamp some weak secondary weapons in the game and give them a more interesting visual. I'm also planning to create at least five new passive skills, including normal and radiant ones, for the next update. I have a great design for the first boss of the Deep UNSPACE area, and maybe I can share updates about it in the next update. A new trailer is also on the way! I'm not sure yet how it will be, but I plan to create a trailer that better showcases the gameplay loop and how roguelike mechanics work. Furthermore, I will update the store page with some animated GIFs and maybe change the game's horizontal cover to something more interesting.