It’s been a while since I did a BattleGrid update, and it’s probably about time I caught up.
The last few months have been busy with Christmas, moving, and other miscellaneous real-life stuff. I started seriously working on BattleGrid again this month, and I’ve made some significant changes.
I’ve replaced the factory units twice – first to little drones and then to bigger flying units. Units are all airborne now, which saves time when trying to find a path (they don’t need to navigate around structures). The new units are a gunship and a bomber. The gunship features twin machine guns – my first unit with multiple weapons. The machine guns target independently, so the gunship can attack two targets at once or focus both turrets on a single enemy.
The bomber has a four-torpedo “clip” – the first unit to use the “clips” feature in my weapon class. Once the bomber fires its four torpedos, it has to reload, so it’s defenseless for a short time.
The third unit I’m planning is an interceptor that specializes in destroying enemy units, but is weaker against turrets and structures.
Along with these changes, I made some significant progress on pathfinding, so the units move very smoothly over the grid, which is something I was having trouble with before.
Since these units worked so well, I’m going to introduce bosses to the defense game mode that are bristling with weaponry.
With the enemies being airborne, I had to update the gateway model where they spawn. I added a nice new particle effect with the change, which I really like – it’s all swirly.
I replaced the map border so it doesn’t take up so much space. The new border is a series of “nodes” that attach to the edge of the map. I’m not quite satisfied with them yet, though.
I also went through the projectiles and lowered the poly count a bit. I figured I didn’t need much detail when projectiles are tiny and only on-screen for short periods. I fixed a bunch of bugs that have been lingering as well, so there’s been a good bit of progress lately.
New Plans
So with these changes, I’ve been doing some thinking about gameplay and balance. It’s been very difficult to get the factory units (gunships and bombers) balanced with the turrets, so my plan for now is to disable the factories entirely, and use the units only for the wave (survival/tower defense) mode.
Wave mode itself needs some work, as it doesn’t feel quite right. I’m not sure exactly what’s wrong or how to describe it – there’s just something about the game mode that doesn’t feel satisfying. Aside from that, I’ll need to make changes to the structure list for wave mode, as certain structures are useless against the now-airborne units. The artillery, for instance, isn’t able to shoot at airborne enemies. My best idea right now is to replace the artillery with an expensive anti-unit flak turret. I’ll see how the next few months go before I make any final decisions about changes to the skirmish and wave modes, but I know something needs to be done to improve the feel of the game.



