Just a quick update today to show some of the progress that has been made over the last few weeks. I took about two weeks off due to other commitments and well, just needing a break from the project. Many of the items from the first dev update have been finished or resolved.
The armory is now fully implemented with a good array of weapons and units and I have started to work out balancing. Artificial intelligence is now much improved, but still needs work. J won the battle over sticky grenades. This weapon did not seem to offer as much benefit as some of the other ideas that were kicked around, but in the end, the little dude wanted sticky grenades.. he gets sticky grenades.
Scope is a moving target
As you can imagine, taking full direct from my son is incredibly challenging and rewarding at the same time. He seems to have a new level idea every day, and each one shares no similarity with the last. I have been trying to keep a running list of the best ideas and we have agreed that we will release five levels for the XBox Live Indie games version of the game. This at least allows me to plan for the first release (To XBLIG) by knowing just about how much time it will take to create each level.
Balance Balance Balance
Yeah, this one if obvious. Balancing even a small set of units in an RTS style game is difficult to get right. This will be an ongoing area of work.
Short teaser of the current state of Stop the Droid!