I had a few coreÂ things I wanted to refine and adjust from the original, particularly in the feedback departmentâ€¦ Â SinceÂ the controls for AutoFire are similar yet different fromÂ a typical roguelike, creating an experience that is easy for beginners is a continual work in progress.
In terms of driving, I simplified the grip meter to make it easier to do the â€œdrift racingâ€ style actions that people wanted to do, and then added new cues to help people understand their current speed. Â For combat, there was a lack of understanding of when damage was being done, so I improved damage and attack feedback as well as gave users more information on the HUD about the weapons they were using. Â World generation got a slight improvement,Â and the difficulty was increased from the admittedly easy 7DRL release as well.
Changelist for v0.2:
- UI: Grip meter no longer has two halves.
- UI: Highlight weapon that would be firedÂ when targeting enemy
- UI: Display stats in the target panel of the weapon that would be fired
- UI: Display ghost cars in quantity matching speed. Â 3 moves/second shows 3 ghosts.
- UI: Improved display quality and sorting of damage text.
- Graphics: Skids now show smoke where the player was.
- Graphics: Changed world tiles from crates to buildings.
- Graphics: Projectiles now visibly move from source to target.
- Graphics: Dropped loot now slides from source to its resting point.
- Gameplay: Added line of sight checks for player and enemy weapons.
- Gameplay: Grip no longer goes below zero, and will start to recharge if the player faces in the move direction.
- Gameplay: Barrels explode and damage/destroy things nearby.
- Gameplay: Repair values of wrenches and armor patches wereÂ halved.