9/29/25
"Biocontrol: Balancing the Waters?... Oh! BattleControl!"
It's only been a few days. I was debating not updating the game yet, since we wanted to take some time to introduce some new mechanics (upcoming card game mechanics, because why not?). But, we added some visuals, sfx and a background track, so that the game feels more... "alive." Hit feedback on the player, damage indicators for the player in red, level-up frame is now a quadrat, animated HP bar, exp bar, the list goes on in terms of visuals we've added.
Oooo fancy. The HP bar now goes from red to green based on low and high health respectively. This took way longer than I'd like to admit (I'm not very good with shaders).
The game was not loading well at all. I didn't understand why at first, but it occurred to me that the shaders used for the game needed to be precompiled, so we added a loading bar! Before the game starts, you'll (briefly) see a loading bar that basically removes all the stuttering and freezing issues that may have occurred before. Hopefully that fixes things.
Hit feedback and sound for the player has been improved by a lot. Damage indicators show up in red so that you can see how much damage the enemies are doing to you. Also modified some sounds so that the noise isn't as... repetitive. EXP bar has been updated too, so now it looks a lot better. There's a bunch of other stuff we added that I won't go into detail about. What next?
Well. A lot. I decided to push this update out since a lot of the visuals and effects added make the game more enjoyable, but we still have a lot planned and in the works. Not to spoil things, but we've got a new mechanic coming: "(T)rading (C)ard (G)enes" or T.C.G. for short. Hopefully we'll be able to implement this system... well eventually. Maybe once we get some concept art, we'll upload something, but look forward to the next update! It'll definitely be a fun one.
Oh and we decided on a name: BattleControl
-Pajama Kid