Voxterium – Work Continues

My continued work on Voxterium has been going on nicely.  I’ve been infected with plague the last few weeks, but have managed to work quite a bit on it. 

There still is some cleanup and optimization to do, but the biggest part of my focus has been on the balancing act.  I’ve completely overhauled the powerups, weapon damage and reproduction rates.  I’ve added new attacks that the enemy can throw at you.. laser beams and turrents that are placed are a few.  

The Recursive Power up is particularly nice…

I’ve done a bit of graphical work… some post processing effects, particles, texturing, etc.  Just to get the base code in.  I plan to revisit the graphic side when I’m more in the polish phase.  Still a lot of work to do there.

I’ve also implemented a system of levels.  So instead of mind-numbingly shooting at a thing that won’t die, there will be multiple things that will die.  I’m trying to decide if progression will be based on designed levels, or generated levels. Right now its a little bit of both.

I have also added in the much asked for mouse sensitivity sliders.  As well as keyboard and controller support. 

I have a couple tid-bits I want to add in the next few days.  Hopefully after then I will post a video of the new improvements.