I'm grinding away on assets, as we continue to flesh out the basic functionality of movement, controls, and collision. Spread shot bullets are now absorbed into enemies and a hit effect plays along with a subtle flashing effect to show damage. Function is good, but the hit assets need improvement. Less frames, more spark, me thinks. Also side options have been partially implemented without the rotating animation frames. Should be looking even fancier soon. The beam attack is also only partially implemented, as we plan to make it actually shoot out and stop on whatever it's hitting.
As far as the art, I'm continuing to refine the graphic style as I create more assets and put all the elements together. I want to include many things that add to the world building and are simply fun to destroy like passive buildings and big dumb enemies, like this shipping frigate, which will explode into a shower of score pickups. On that matter, I'm making exceptions to the minimal design approach. I still want to make the UI as unobtrusive as possible, but I think some elements will need to be represented during gameplay. Also, I don't want to clutter the screen with pickups that bounce all over the screen, but less consequential score pickups that stay on the screen for a short time adds an extra layer to the gameplay, and releases more dopamine.
I made modifications to the bubble pod, and delta wing. Made a new helicopter unit with 16 directions so it can make full 360 degree movement. Also, expanding the floating platform tiles, so I can make more substantial floating structures to place ground units on, and add more visual appeal with decorative structures. That's it for now. Back to work!