Status on Firing System
[p]Main focus is still on the Firing System and I'm trying various different approaches. For that reason I'm not going to explain how it works, because it might be different when you try it anyway.[/p][p]Fun fact is that as recent as yesterday I got some feedback from the private test group that actually have a big impact on how it works - all in the interest of making the system as simple, yet flexible, as possible.[/p][p]Here are some screenshots as how it looks right now:[/p][p][img src="https://clan.akamai.steamstatic.com/images/36145520/3a82b48a374d593352a0c70ee8baea94a5f22901.png"][/img]
[img src="https://clan.akamai.steamstatic.com/images/36145520/c1ed9fecf99d5317623a6c259ba81c6f7a81ab78.png"][/img][/p][p]As you know if you have been following along, this firing system have taken a lot longer than I planned. Both because its hard to make things simple, but also because I haven't had as much game dev time as I was hoping. (I build this game in my spare time).[/p][p]Due to that I can already see that this system won't be fully done before New Years - however - I still think it can get into a state where it's good enough to play around with.
So I might just slap a BETA tag on it to make it clear that this is still work in progress, but lets see in a few weeks.[/p][p]Another thing is that I expect to soon put the new version on EXPERIMENTAL betas so I can get some more feedback from others than the private testers.
This is both to get feedback on the firing system, in it's current state, but also get feedback on the other features and changes that are in this new update.[/p][p]So keep an eye out here on Steam and in the Discord to try out the new version when it hits EXPERIMENTAL.[/p][p][/p][p]That's all for now ????[/p][p][/p]
