Sharpen upgrades, mark the convoy's destination, and give the world sound
#204 the Beam Collimator widens the beam instead of adding range to one that already crosses the screen; beam width becomes a per-shot vessel stat. #205 the Energy Propulser gains three upgrades - dash recharge, dash reach, and boosted-cruise drain - which turns three constants into vessel stats. #206 three further doctrines carry the fleet from ten to twenty. #207 the prologue's World Ship gets a marker, through the scanner's own guidance arrow rather than a second one. #208 #210 #213 #214 four new synthesised sounds: the breach opening, cargo reaching the hold, a rock breaking, and a gas bomb blooming. #215 building health bars are larger, plated and framed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
This commit is contained in:
parent
2239235993
commit
78836882af
33 changed files with 716 additions and 52 deletions
|
|
@ -66,6 +66,10 @@ func _advance_flight(delta: float) -> void:
|
|||
|
||||
|
||||
func _explode() -> void:
|
||||
# #214: at the bloom, not at the launch - the throw is silent and the
|
||||
# arrival is the event, the same way the beam's own noise sits at the
|
||||
# muzzle rather than at the button.
|
||||
Sfx.play(get_tree(), Sfx.GAS_BLAST)
|
||||
exploded = true
|
||||
explosion_time = EXPLOSION_DURATION
|
||||
hit_count = 0
|
||||
|
|
|
|||
Loading…
Reference in a new issue