Like all Arsonian ships, The Asteroid Class uses flak shields to intercept missiles. In addition, they have jamming technology that decreases missile accuracy for each on screen!
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Posts by Mischief and Mayhem Studios
The Arsonian Battle Class is heavily armed, careful timing is required to bypass its flak shields & hit the ship while fending off the missile barrage.... A theme in this testing is a need for rebalance.
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This week's Ark Defender short, the fourth estate!
youtube.com/shorts/BD638...
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This week in our port of #ArkDefender (a #roguelike #missilecommand where you defend the remnants of humanity from disaster) to #Godot a new hostile faction! The Arsonian Republics use rapid fire missiles and barriers.
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This week we’ll cover a new hostile faction for the port of #ArkDefender (a #roguelike #missilecommand where you defend from threats external & internal). The Arsonian Republics use barriers & rapid fire missiles.
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With the number of encounters we have in order to allow them to actually shine we group many of them into story chains. At the start of game a couple of story chains will be selected as occur-able within the run.
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Individual encounters are made up of options, conditions, & stat adjustments. Options have stats & flags they change values for & display differently depending on if their requirements are met (e.g. have resource).
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The last major piece to remake for Ark Defender, was the encounter editor. Purely a development tool, but it had to be completely overhauled redone as pieces depended on Unity specific systems.
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This week's Ark Defender short, clone sagas!
youtube.com/shorts/svPAb...
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In #ArkDefender (a #roguelike #missilecommand where you guard the last humans) there is rarely a certainty what the next encounter will be, so we write encounters to be self contained. Or only allude to consequences.
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Bosses in #ArkDefender (a #roguelike #missilecommand where you guard the last humans) usually focus on twisting existing systems into cool gimmicks. A few have unique systems, but we prefer to use existing ones.
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We’re working on tooling so this week's posts cover our design approaches. We usually start with 1 or 2 ships for a faction, which then become the base for all the faction’s visuals. Maybe something with wing guns.
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Lore is not a big part of Ark Defender, but it is there. Mostly in data entries unlocked when destroying hostile. Broadly we prefer to imply, rather than state.
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We’re working on tooling so this week's posts will cover our design approaches. Enemy factions are based around a mechanic with 4-6 ships spread over 5 enemy types.
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This week's Ark Defender short, diversifying your Ark population.
youtube.com/shorts/h0Nh5...
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This week we added a quick easter egg of sorts. A toggle in the options that turn your base missile explosions into festive fireworks!
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Not much success to share this week. Much of the week was spent trying to get UI tinting working. But our attempts either had low quality visuals or didn’t run well. Ultimately, we just cut the feature in the port.
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Continuing our theme this week of audio that was missed or refined, the “beam” attack for The Hunger enemies got a new squelch-y audio cue!
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Another thing that should have had audio & didn’t was the Grid Cannon on the Experimental Ark. Now it has some charge and “VOOM” to it.
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The porting to #Godot has given us the chance to fix various things that we never got to or missed. e.g. with extra time (& experience) we refined the screams of the damned when using the Crease Drive.
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This week's Ark Defender short, nothing bad ever came from giving in to eldritch cults....
youtube.com/shorts/0ndek...
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Mimic chests are overdone! Give us the mimic coins! The Mimic dungeons! The mimic game!
Jokes aside, it is a quite nice mimic sprite there.
Reuse is always ideal when achievable!
Something else you could consider is tinting the attacks by team as well, like turbolasers in Star Wars. Although that might not fit with style you want.
That fabric knows what it did.
I like the way it sort of oozes back and forth
Talk about a spray of arrows!
In the port of #ArkDefender (a #roguelike #missilecommand where you defend from threat external & internal) this week we used our experience to rejuice an old boss, the Stellar drake’s back with version 1 & 2!
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday