Oh man, them unexplainable bugs. I have never had the game crash on me like that. :c
I have a video up with me showing off the new weapons a little along with some of me playing a bit. I don't know if I will do more videos of the game but if you(Shook) want me to make a video of anything in particular I might be able to help.
Excellent, i like what i see so far! What i also noticed is that i forgot to fix the players shots not adjusting their speed on the run, so it could seem like we'll need a hotfix in the very near future.
Holy crap the last stage.
Inorite. ;o
E: Game crashed after buying the damage upgrade for the turret after Stage 3.
Did it give you any particular message? Does it do that every time? It doesn't happen to me or Chartle, to my knowledge. :/
E: The fuck did you to with Stage 10 boss D:
Gave it a second mode of firing. ;o
I'm thinking we might switch the two around though, because the big lasers aren't very dramatic to begin with.
E: So here's my evaluation of the new weapons.
Laser: Now we're talking! Actual beam weapons! They've got a slower firing rate than pulse, but do more damage in return. Nice, but early game where everything would die from two hits (i.e. one shot from the main cannons) anyway, this results in slower killing. Since there's no projectiles to speak of, the speed upgrade becomes much less valuable, which is a shame. At least it makes aiming much easier, especially when sniping those damn turrets with a super.
In the first level it kills as quickly as the pulse guns, but yeah, if you pick the gatling upgrade before getting some damage on, your kill rate falls. If you buy damage and pick the first upgrade in the offense ladder before or at the same time as gatling, then it becomes less of an issue. I did wonder what to do with the speed upgrade, but i figured that since the beams already are hitscan, they don't need a substitute there. :v
I also have a sneaking feeling that the super beam can pierce more enemies than intended, perhaps a side effect of the piercing upgrades. Perhaps we should also carry that over to the regular supers. ;o
Bullet: Because you can never have enuff dakka. High firing rate, offset by low damage. I like that, as it means less wasted damage overall. The turret super is less useful for sniping due to a lack of piercing, but the spread makes it easier to kill enemy clusters, which you'll find more of than enemies that are conveniently placed in a neat line. This also means you get to cut a wider path through barricades, reducing the risk of collision damage. Also, the sound of firing both bullet weapons at the same time is grating.
Yes, the sound is annoying as fuck, i'll see if i can't tweak that. I admit that i was a bit worried about the super though, namely because it isn't useful for sniping, but if you get spread super upgrade, the front super is a glorious clusterfuck without equal.
Rocket: Slow speed, relatively high damage. Possibly ideal for bosskilling (not that I'd know. Stage 5 boss is pathetic and Stage 10 too stronk). Much like the bullets, the supers focus on splash damage than piercing. They still work very differently. Bullet supers are shot with a spread, increading the likelyhood of murderdeath. Rockets don't actually explode until they hit something - which, for me, has happened less than half the time, usually because a normal rocket has killed the enemy before the super gets there.
Actually, the rocket super itself has a damage pool to deal out before it explodes, i think it's two times the relevant guns power. If the enemy has less health than the super rocket has damage, then it's just flat out smashed through. I made it so because it allows you to hit deeper into an enemy formation, allowing you to kill/damage a larger part of an enemy formation. It is a bit inconvenient for a single row of enemies, but later on, most enemies will make it explode directly. I think rocket super is actually comparatively underpowered in the late game, because the enemies will quickly have enough health to survive the blast.
I'm thinking that to balance the rockets better, the splash damage of the normal rockets (with upgrades) should also affect the directly hit enemy, while the super rocket just plain needs to explode harder. I'm not sure about the piercing though, but i suppose one thing i could do is to make it not pierce, but move the explosions origin forward to the tip of the rocket. Either that, or not change it at all.