Development:
New Unit - Endomiasma. This is where it all comes together. "Endomiasma" is essentially the enemy's factory structure. It uses an AI system that decides, based on the situation, which unit it will produce at that moment. It can also clone itself as "Baby Endomiasma" units. To defeat it, you have to use a combination of ALL your units, and delicately maneuver all of them in an orchestrated, strategic dance (ok, maybe not that much, but you get the idea). Unlike previous levels in the demo, where rushing is important, now you actually have to mass your units to a point before you can attack. However, you still have to be very fast - waiting too long will also allow the enemy to amass its forces and ultimately crush you to oblivion with "hit-and-run" tactics.
Design:Malaika made a suggestion in my previous blog. I'll address it right now. She said:
I think you need to add a guard mode - your units should chase the enemy a little.
It's not a bad idea. Chasing enemies a "short distance" after reaching a destination can make things easier. Previously, in the uploaded demo version, this is probably a good idea. However, there are several reasons why its implementation is now unnecessary:
It reduces the importance of the 6th unit, Helper T Cell, which lures all enemies within a large area towards it. In other words, one interesting strategic dimension of the game may be lost as a result (at least to a certain degree). Units may wander off too far and instead result in more problems that outweigh the usefulness of this "guard mode". This is especially true when facing Protozoa and Virus enemy units. To be most effective against Protozoa, you have to maintain a certain unit formation. Against Virus, the least thing you want to happen is see your unit wander for any distance. The above problem can be alleviated by setting an extra key to activate/deactivate guard mode. However, there are already too many keys that you have to keep track of in this game. I'd rather minimize the number of "unit control" keys. Even if all of the above are considered to be unimportant, this additional feature will also take additional effort to code. It won't be a lot of effort, but despite that, it's still not worth it, I believe.
It sure is, especially when it tries to counter your tactics by building units that are effective against the one(s) that you are amassing. :)
Whoa… sounds like a cool mini-boss/boss.
This game is sounding really awesome. I haven't played it yet, though. Good luck with it. :)