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Music, Demo Update and recap

Hi, this is the dev Daniel reporting from HQ!

These past weeks there's been updates and news I've missed to announce here so I'll do a recap.
If you've tried the demo v0.2 then you've seen almost all of this.

Also today I've just published the demo update v0.2.1 that improves the enemy AI (nothing to do with generative AI, just the code that controls enemy behaviour).


New music

I'm happy to announce I've been working with the talented developer/artist/musician ChardiTronic for the original soundtrack. He's the solo developer of the crazy game Kinnikuneko: SUPER MUSCLE CAT, it released earlier this year, check it out!
[previewyoutube][/previewyoutube]
https://store.steampowered.com/app/1332950/KinnikuNeko_SUPER_MUSCLE_CAT/?curator_clanid=4777282

Some of his music is already in the demo, you can listen to the new Main Theme in the menu and also Lance and Vera's songs (work in progress).

Commander Powers

Each commander has their own Power, now each one has a custom name and I've also improved the animation when the name shows up.

You can try Lance's "Frontal Assault" in the demo, it gives a Damage Boost to all infantry units! ⚔

I've also improved the visuals and sounds of this boost (custom sound, particles, glow effect) to make them stand out from the default units.
[previewyoutube][/previewyoutube]
In the v0.2.1 there's a tutorial to introduce the powers!

Featured at Ñ3 conference

The 9th of June Vangaro Tactics was featured in the frst edition of Ñ3, a showcase of upcoming indie game trailers from Spain and other Spanish-speaking countries.

While it didn't reach the English-speaking community, it did a great job reaching the intended audience thanks to some established Spanish streamers watching it live before the Xbox conference.
Chek out the other great games in there!
[previewyoutube][/previewyoutube]

Updates and Bug-Fixing

[h2]The bug[/h2]
While I was working on improving the enemy AI I was finally able to reproduce a bug that had been bothering me for a long time. I fixed it in the v0.2 but it took a toll on the udpate, I wanted to add some stuff that's work in progress for now.

The bug was happening only when the enemy attacked first, then when you attacked it would cause an error and the combat wouldn't happen (combat animaition would display wrong units too).
Turns out it tried to access your "defeated guys" during the combat animation and that was causing the problem.

[h2]More responsive control[/h2]

I forgot this, so I'm updating the post:

- There was some unintended delay after using a unit, it was waiting for the Command Power bar to fill up before letting you take control. Now it's unsynced and it feels much better.

- Also improved how the cursor works depending on if you're using controller/keyboard or mouse:
  1. With controller or keyboard it returns the cursor to the last unit when cancelling an action. It also auto focuses one of your units at the start of each player turn.
  2. When using a mouse it always moves the cursor to the mouse position; Before it wasn't so exact when clicking menus (cancel, wait, etc.). Also doesn't auto focus on any unit at the start of your turn.


[h2]Enemy Behaviour Update[/h2]
In the v0.2.1 the enemy AI does a better job choosing where to move to attack your units. The best example is the sniper, now it tries to do ranged attacks if it's possible.



[h2]Balance[/h2]
- Tanks don't destroy Transport Trucks with a single attack anymore

[h2]New Library Capsule [/h2]
I'm trying to get the game out there submitting to every event I can. One of these required a vertical capsule and the older one wasn't the best so I've done a new one.
Did you notice the change in your library?


That's all for today,
Thanks for your attention :)