(Click or tap to enlarge)
If you have headphones or speakers hooked up, the first thing you’re likely to notice is that the overall sound level has been boosted significantly. I’ve also re-balanced some of the audio levels, to help everything blend a little better.
This is mostly a stopgap measure, however, and eventually I’ll need to do some fundamental restructuring of the audio system. The 3rd-party game engine that I’m using simply wasn’t intended to play back rhythmic sounds with musical precision, and so I’ll need to write a custom audio renderer for certain portions of the game’s sound.
The saucers have mellowed out a bit in this demo. They’re still very aggressive, but far less frenetic than they were last week.
Finally, when you get hit on the top, bottom, left, or right sides, the shield which took the hit will glow for a moment, which should give you some feedback about what’s happening to your drone.
As I hinted at last week, a lot of infrastructure work is underway in an alternate branch of the game’s source code repository, and there will be another quantum leap forward sometime in the next few releases.
As always, the download link is available from the Ko-Fi post.
(Archived gamedev post from 2026-01-09)
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