@TimonIdrissi It's on standby for the time being though I might post some updates from time to time if can find time to work on it, it's still a project I want to finish someday. The aim with this prototype is to do something much smaller in scope (and not by myself).
@velismo@kellabyte Confused me also at first. I like how gdscript handles types with ":" func show_customer_count: u64 seems very elegant to me. But differenciating it with a "returns" keywords is a nice solution if you want to avoid symbols.
@reidhannaford Mainly the aspect of working as a team and because the opportunity popped up. Working solo has it's upsides of course but not having a team can make it hard keeping things in scope, I've been some down some rabbit holes that probably weren't worth the time aha
@KhanjanKavani I have both working, the example here shoots straight requiring you to dodge them. The homing missiles will likely require some sort of shield or decoy feature to allow the player to prevent the incoming damage.
@reidhannaford It's currently on the sideline, the current project is a team effort and very experimental atm. Plans are to start playtesting the prototype very soon to see if it has potential. If not I'll be returning to work on of Salt and Solace sooner rather than later 🙂
@GGGB572853 Not currently, It only damages the intended target but that's a neat idea ! Not sure how useful it'll end up being as multiple enemies on screen quickly becomes overwhelming so the plan was to keep the enemy count quite low.
@zisomedia For the time being those two are the ones we're focusing on getting right. We have other ideas in the bag but I'll reveal them at a later date, want to test things first to see what works or not.
@Providence_777 Yep exactly. The fact that we won't have other vehicles fighting for space on the track let's things be a lot more dense. Each track will be more of a challenge to be completed rather than a race.