Post-demo update
After finishing the demo, I can focus on finishing the game. This update is not about the demo version and mainly involves preparatory work to finish the game. Each type of mob now has its own class, which allows me to design each mob more uniquely. This will not affect the mobs that have already been designed, they will get some work done after the missing mobs are finished.
New to the game is a mob spawner, configurable regardless of level setting. I added a mob spawner to bosses as well, but its functionality is not yet implemented. Electron weapons now spread from the first target to all other nearby targets. And finally, I added new damage classes for upcoming mobs.
This new build contains these new game updates, history of all project changes is available on my discord server (https://discord.gg/4x8489reYV) in changelog channel for Wild Wild Space:
- Updated minimap position calculation to show position on minimap in ranges from 0 to 100
- Swapped X and Y values in minimap to correctly represent position in map
- Added to electron weapons ability to damage spread to near targets
- Added WormHole actor
- Added first iteration of level B1K10
- Added first iteration of Pulsar actor with good enough effects
- Added actor classes for each mob type to allow per mob type different animations and possible extra meshes
- Updated LevelManager to use mob classes mapped to weights in level settingsy of mob enums simplifying whole spawning process and making it more future proof
- Added MobSpawner actor to allow spawning mobs in specific areas irrespective of level settings
- Added new damage classes for Dark Energy, Tachyon and Antiquark damage
I haven't touched the Steam page at all in the last month, I've been feeling a bit burnt out, so I've had to take a break. But I had an online meeting with an artist, we talked about the project, and we started researching capsule art. In October, I'd like to fully implement the mob spawner for bosses, work on the Steam page, and make a few minor updates to the game's UI. All the map designs are done, so it's time to move them from paper to game. Plus, with the mob classes available, I now have more creative freedom to create visually unique mobs.
Files
Get Wild Wild Space
Wild Wild Space
Hop into your spaceship, solo or online, shoot enemies, loot them, loot asteroids, sell loot and buy what you need.
Status | In development |
Author | Anubis' Development Corner |
Genre | Action, Role Playing |
Tags | Space, Unreal Engine |
Languages | English |
More posts
- Demo Update48 days ago
- Pre-demo update 248 days ago
- Pre-demo update62 days ago
- Content update #3 - Items, Contracts, Stations inventories76 days ago
- Content update #2 - Weapons, Ships, Drone CollectiveJun 29, 2025
- Content update #1 - Audio, Boss, Minions, CrystalsMay 27, 2025
- Post stress test updateMay 12, 2025
Leave a comment
Log in with itch.io to leave a comment.