The helicopter vendetta DevLog

(Updates tuesdays)

Improved aiming, gameplay, In-game UI, match modes, etc.

Hi, welcome again to an Helibrawl update tuesday!
Thanks to some feedback I’ve been making a lot of gameplay improvements! Special thanks to Bennett for providing valuable input.

Remade the in-game UI

Making the score always visible (although a bit translucent) but events like dying, fragging or pickups still tween in and out fully opaque. And the one that leads has a yellow border.
Beefed up the power-up graphics. Changed syringes for medkits because they looked like a “heart in jar” apparently, hehe. And some tiny aesthetic fixes here and there.


Game modes

Worked back in the last-man-standing mode, but without a level reset each time which was awful. You get points if the rest are dead and then they re-spawn.  It goes until the level ends, a time limit or a score limit (eventually).
For 2P would be almost the same as deathmatch, but in deathmatch you get a point per kill, instantly. In LMS you get one if you survive until the rest respawn. There’s also a Quick-LMS that ends the match after just one round.

Worked a lot of improvements in aiming

You can fine-aim with analog sticks, aim from inside the helicopter, it has an arrow graphic overlay for better feedback on the direction, better controls, etc. It still needs testing and tweaking but it’s getting there.



Now characters collide with manned helicopters, get body damage besides beheading, and it’s harder to hijack as it’s only possible if actually touching heli from below (it was very easy, even from the top which made no sense!). Also they’re slower than helicopters, to see how that spans out. Before, with a static locked camera and invisible constraints, it wasn’t an issue but now a player could fly to the top to force others inside helicopters to drop off-screen making choppers virtually useless.


That’s all for now, thanks for reading!

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