Pacifism mode in SB2 was originally very predictable and boring, and the very best strategy was to just fly around in circles hoping that not too many enemies would spawn in your way.
That is no more.
The asteroid spawn rate is now twice as fast, and will spawn anywhere outside the grid and make its way toward the center, then back out to the opposite side.
This effectively makes the higher scores easier to achieve, while keeping players on their toes.
@grazer What do you think of this game now that its practically done? (Although I may throw in a few new modes and mechanics later, such as a leveling system)
This is my second game to actually be completed. Everything else is still W.I.P or dead…
@Luminous700 Yeah, even my computer at home is slowing down when it’s active. To tone it down a little I may have all of the proximities replaced with mailboxes and have the player object send the coordinates that way. It may become less laggy this way. But all of the enemies will now become aware of the player instead of having that limited detection. This could enhance or ruin the gameplay. Not sure yet
@jngthree - I’m super impressed with how far SB2 has gotten. My wife looked over my shoulder while I was testing it the other night and said “Wow, was that made with Flowlab!?”
Anyway, I’ll try to take a look at the latest version in a profiler and see if there are some simple things that could be done to make it run more smoothly on older machines.
Update: when the grid flashes different colors, there is now a glowing effect
Another update: when grid tiles are affected by wormholes they look better too. @grazer the grid animation for wormholes flicker. Even when the editor dictates when it won’t.
An enemy type returns! The saucer from the original game!
@grazer for some reason the new enemies won’t retrieve the message “X” and won’t detect collisions from certain objects unless there is a collision node set to “any” in the object- even if there is a collision used in the parent.
“X” is sent from the ship to “e .parent” and all of it’s child objects when a bomb is used OR the player dies, but for some reason the two enemies aren’t affected by it.
new enemy types: Saucer - faster than the player, but can only travel on one axis at a time, alternating.
Rocket- WAY faster than the player, but cannot turn while moving, will stop to adjust its direction. it is also unique with the fact that it
is not solid, so it will pass through other enemies and the borders, making them really dangerous
also, rockets will sometimes appear in pacifism at 1:10 ratio.