- New flame particle. Instead of the 4 frames used previously, I now have a 64 frame explosion. En mass, looks like flames. Quite realistic. I must make a video to show it off!
- Actors can now be injured and "killed".
- When an actor is "killed" (HP < 1). It explodes. This effect uses 16 of the 64 frame explosion from the fire effect. These are created at evenly spaced heights. The height is determined by the actor (no point in having a 2 metre tall explosion from a 1 metre tall object). The ground position is random within the square. I have also added a random delay, so the explosions don't go off uniformly.
- Actor death also releases nanites. These travel to the player and are automatically "collected" and added to your tally. The number of nanites released is one per inital HP of the actor killed.
- Each nanite particle can be 1,10, or 100 nanites. This is random.
- The upgrade and level select menus have been changed to be vertical lists. This makes them easier to work with and more intuitive. It also give me more space from descriptive text and progress bars, etc.
- The Load Game and Options menus will have the same look for consistency.
These may sound like superficial changes, but the difference to the game is huge. It now feels like a game. You can kill things and get rewarded for it.
I am also starting to think that the flamethrower is a little too good. Not that I'd nerf it, but, it is kind of "Why would I use the melee weapon, when I have this?". The cool down period is OK...maybe make it a little more expensive to use...hmm....screw it, I leave that sort of tweaking for the beta.