Hyperfighter v0.3.0

Progress on Hyperfighter

So, I haven't posted an update about Hyperfighter in a while.

This was due to a mix of me rebuilding the entire game in C# with a new engine, and University work.

The progress

Engine Changes

Since I last did an update about this game, the game now runs through .NET - which has made developing, debugging and testing the game a whole lot easier.

It is now reaching the state it was at before, with some additions to the game.

Lua

I noted before about Lua, and how it would add modability to the game. That has been changed with the new version and is no longer the case. Support for custom game modes might be added back in later... but are not a high priority.

Game Updates

  • I changed how the health is displayed on the character, it is now a circle outline around the character when your health is below full and it gets more opaque the lower your health is.
  • There are markers for different types of enemies around the character now, so you will know what type of enemies you will face and what direction they're coming from.\

The current state

The current state of the game can be seen below

Gameplay Demonstration

I am currently working on the wave based system and the different types of enemies that will spawn based on the wave you're on.