I’m in the process of working out some changes to the game and figured I would list the upcoming changes here. Most of this info has been published on the steam store front for Brink of Extinction as well, but also on IndieDB.
– I will spruce up some of the weapon firing effects.
– Scoreboards were planned for, but never made it into, the initial release, so these will be added also (for the continuous mode levels).
– Some background story. The game does have a bit of a story, but it is currently not conveyed in-game.
– Turret default rotation will be setable with the scroll wheel, and not only by clicking and dragging.
– Tweaking of turret stats.
– Added upgrade info into the turret showroom.
– Camera pan and/or zoom.
– Objectives listed before level starts.
– Two additional endless mode levels, one with Tesla and one without. This also means four more achievements.
The turret nerfs and buffs are as follows (although they may still be subject to change):
Acid turret: Starting HP from 500 to 450, minus 50. Starting Damage from 35 to 25, minus 10. Speed will be equivalent to that of rail (40). HP upgrade will give 125 instead of 100, damage upgrade till give 25 instead of 20. Splash range will go from 1.25 to 1.3.
Bull turret: 10 less starting damage, from 40 to 30. Damage upgrade will give 20 instead of 16. Starting HP up 50.
Plasma: Starting damage 25 instead of 20, and damage upgrade 8 instead of 10. Splash damage radius from 0.9 to 1.
Missile turret: Increased damage upgrade, from 30 to 35.
Overall, the concept is to differentiate the turrets from each other more. So the Acid turret will be stronger and have better range than rail, but is weaker. Bull turret gets a more emphasized role as high HP and strong, but is slower than machinegun turret and double turret. The double turret will remain a sort of all round turret. The plasma turret and acid turret both get splash range improvements, making them suitable for large hordes of enemies. Plasma is weaker but faster than acid. I’ve yet to decide about the cost of upgrades, and some more minor adjustments may still follow after more extensive testing.
Enemies will also get some stat tweaks, but primarily when it comes to their upgrade values, so this won’t affect the campaign, as all enemies are level 0 in the campaign. I have yet to start tweaking enemies, so a post on this will follow once I have done this.
Lastly, the game has been updated from Unity 5.5 to Unity 2017.2, which means some of the assets I use have also been updated. Since the shadow system and SSAA system were fairly new when I developed the game, these have now been updated and optimized, which means the game should run better in general also (although no complains on performance or bugs have been reported).
I have previously stated the release of this update being around February, but it might be available in January already, but no promises!