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The run: a ladder of cities

In progress

The dogfight becomes the game's main mode, a run through a ladder of cities that each get harder, ending in a boss.

Done when

A run through seven seeded cities with more and harder enemies in each, healing between levels, three ships to fly, and a boss at the end.

Most of the current work is here: new ships, smarter enemy pilots, and balance. The ships and Since 0.15 cover where it stands.

26 of 46 issues done

From the devlog

WreckwingFinding why the new enemies felt softWreckwing's new enemy roster tested as dangerous as the Ravens and played at a sixth of that. Flight records showed why, and the roster is now five kinds.Dev journalWreckwingVisualizing pressure when a fusion core blowsA ship's death in Wreckwing now sends a shockwave over the city and past the camera, and a new check tests every flash against the photosensitivity limit.Dev journalWreckwingPitting a dodging test player against eight enemiesWreckwing's enemies were one ship at different strengths. We built eight kinds, balanced them against a test player that dodges, and retuned two after play.Dev journalWreckwing0.15.5 and since: wave defense and the city at nightRelease 0.15.5 and the work since: a wave defense mode, the city at night, a new ship death, an enemy roster, and a wide city that loads in 3.1 s.Release notesWreckwingEnemies kept hitting walls, so we made turns smarterEnemy pilots kept bumping into buildings. Two fixes made it worse, traces found pilots cutting corners, and a smarter turn cut the bump rate.PostmortemWreckwingEnemies weren't using everything their ships can doEnemy pilots rarely boosted or got on a target's tail. We found three causes, gave them four new moves, and limited how many attack at once.Dev journalWreckwingFive textured ships in the gameThe Skyhammer, Brute, Wasp and a copper Raven join the Sniper as textured ships, with exhaust cones, a visible shield, and damage drawn on the model.Dev journalWreckwingPilots that fly into walls and sit in alleysScripted enemy pilots hit walls and stalled in narrow streets. A review found a flaw in our first numbers, and the wall problem is still open.PostmortemWreckwingThe muzzle flashed, but the rounds never showed upEvery ship's shots started on its own hull, so many rounds hit the ship that fired them. We fixed that and gave two ships new weapons.Dev journalWreckwingSince 0.15: work in progressWhat has gone into the development build since release 0.15 on October 7, from a freeway and new player ships to recorded sounds. None of it is tagged yet.Release notesWreckwingDrawing each ship's own textured modelThe game now draws each ship's own textured model, part by part, where it used to rebuild ships from convex blocks. What that took, and what it costs to draw.Dev journalWreckwingThe ships: concept art to textured modelsThree ships to fly, the enemies built from them, and how each one goes from concept art to a textured model the game can break apart.Dev journalWreckwingA building that falls on the ship now hurts itA floor falling on a ship took 5% of its health. Damage now follows the weight pressing on the ship, and a collapsing tower flattens it.Dev journalWreckwingA fast decision model for the enemy pilotsA small trained model picked goals for the enemy pilots. It beat the scripted pilot at first, then settled on one goal. The investigation continues.Dev journalWreckwingDoubling ship toughness, and duels that wouldn't endDoubling ship toughness turned most AI duels into draws. The shield was dividing every blow too. Here is what we measured and changed.Dev journalWreckwingAn elevated freeway for the wide cityAn elevated freeway that curves out past the city, with cloverleaf ramps you can merge from, built to the numbers real freeways use.Dev journal