NanoBlobs 0.3, dev diary
Posted: 12 Feb 2006, 12:52
This is just a screenie/random commentary thread I'm setting up to document what's going on with NanoBlobs.
First screenshot of a new unit:
This is the Spire Rook. Reworked the walk script with my partner-in-crime, rebuilt the main textures, and it's a lot more like my original vision of the unit- kind've spooky-cute.

The Spire Rook is a tactical unit, specialized for blocking the advance of the enemy. It fires a very mean green laser, is well-armored, and is self-healing, although not at nearly the same rate as the Knight. Its primary weaknesses are that it brings your economy down, it will not last long against a pair of Knights (but will almost always defeat one), and can be killed by Archers. Multiple Spire Rooks, backed up by some of the other things that will be in NanoBlobs 0.3, will be your primary defenses, as well as being your starting-point for territorial raiding.
Because I've figured out how S3O hitboxes work, they can even be bunched up and shoot around each other surprisingly well.
First screenshot of a new unit:
This is the Spire Rook. Reworked the walk script with my partner-in-crime, rebuilt the main textures, and it's a lot more like my original vision of the unit- kind've spooky-cute.

The Spire Rook is a tactical unit, specialized for blocking the advance of the enemy. It fires a very mean green laser, is well-armored, and is self-healing, although not at nearly the same rate as the Knight. Its primary weaknesses are that it brings your economy down, it will not last long against a pair of Knights (but will almost always defeat one), and can be killed by Archers. Multiple Spire Rooks, backed up by some of the other things that will be in NanoBlobs 0.3, will be your primary defenses, as well as being your starting-point for territorial raiding.
Because I've figured out how S3O hitboxes work, they can even be bunched up and shoot around each other surprisingly well.