DevBlog #9 – It's a trap, Like a Boss, Release Me
It's a trap
More ambush waves are being integrated into the level ProgGen engine. As this is a vertical shooter with the main bulk of attacks coming from the top, the ambush waves are generally going to hit from the sides and below. A GUI warning system will show the incoming direction of these ambush waves to give pilots a short warning. Being ambushes though, there may be instances of being hit from both sides, or even all directions at once...

Like a Boss
The Bosstiary mode is starting to take shape; it's a time attack challenge, with a set craft loadout depending on the challenge difficulty, fighting against a player selected target boss. The set craft loadouts should make this interesting, as the harder challenge difficulties could equip you with sub-optimal craft / weapon types to take down that particular boss, but it will be down to the pilot to adapt and make the best of it.

Release Me
The to-do list of dev tasks before the first Early Access release is down to the low tens, so tentatively looking at the end of May for the first release, depending on these remaining tasks and fixes. This would give access to the first two chapters worth of content for the Campaign, and the Bosstiary mode with the currently available bosses to challenge. With that main core in place, subsequent chapters of content, bosses, events, game types etc could be added and worked in by the procedural campaign generator as and when they are integrated.
Till the next update!
More ambush waves are being integrated into the level ProgGen engine. As this is a vertical shooter with the main bulk of attacks coming from the top, the ambush waves are generally going to hit from the sides and below. A GUI warning system will show the incoming direction of these ambush waves to give pilots a short warning. Being ambushes though, there may be instances of being hit from both sides, or even all directions at once...

Like a Boss
The Bosstiary mode is starting to take shape; it's a time attack challenge, with a set craft loadout depending on the challenge difficulty, fighting against a player selected target boss. The set craft loadouts should make this interesting, as the harder challenge difficulties could equip you with sub-optimal craft / weapon types to take down that particular boss, but it will be down to the pilot to adapt and make the best of it.

Release Me
The to-do list of dev tasks before the first Early Access release is down to the low tens, so tentatively looking at the end of May for the first release, depending on these remaining tasks and fixes. This would give access to the first two chapters worth of content for the Campaign, and the Bosstiary mode with the currently available bosses to challenge. With that main core in place, subsequent chapters of content, bosses, events, game types etc could be added and worked in by the procedural campaign generator as and when they are integrated.
Till the next update!