Forest Assets
This week had a lot of errands to run, and a lot of fussing about with stuff that wasn't Exoloper related, but I still managed to get a chunk of cool stuff in.
It’s super encouraging to see how quickly I can add new and interesting types of content to the game, from maps, to weapons to ai archetypes. All hallmarks of a set of core systems that empower this kind of work. One thing im kinda toying with in the back of my mind is streamlining all these processes further by adding better editor tools, but my biggest angst here is the potential bugs with those same tools. I’ll think on it.
Pilot Mesh
Kicked the week off by building out the pilot mesh. It's totally cosmetic, but the material will match that of the exo, so when you paint your exo, you paint your pilot.
Design wise I was looking for something a little more rugged than the Interloper Pilots. A uniform that looks as though it could survive some time on the surface, should their exo be destroyed. Are there parts that I wish I did differently? Sure. Am I pretty happy with it? hellyeah.

I think going for a cohesive and yet seperate look helps to sell the concept that this is all part of a broader universe.
Forest Campaign Weapons
Beyond the pilot I spent the majority of the week building out the combat assets for the forest campaign. All of this stuff is coming along much quicker than I expected it to, which is really nice.
Repair Beam
Look closely here and you'll see commonwealth tanks firing at each other, thats a new unit type that'll enter in the forest campaign that repairs nearby damaged units. Pretty common kind of game mechanic, but it adds a layer of complexity.

Direct Fire Missiles
The opening campaign will launch with the barrage missiles we've seen already, ones that fire up and over terrain. The forest campaign comes with direct fire swarm missiles. These streak erratically towards the currently locked target, shredding their armour. I've also generally upgraded the missile logic to better track targets. This means AI missiles now track you as well (for now, we'll see if that ends up in a lot of player deaths)

Shotguns!
What action game is complete without the old reliable shotgun. In game they're called Flak Cannons, but you get the idea. These will come in three variants, light, automatic and heavy and do incredible damage to lightly armoured targets. Great for clearing out swarms of enemies, or clearing utilities away from tougher enemies.

Shockwave attack
An ultra rare energy weapon designed to control the battlefield by reducing cover and pushing enemies around. I've been enjoying thinking up these kinds of more esoteric weapons that don't necessarily just do more damage.

That’s all the weapons for both the introductory Industrial Campaign and the first unlockable Campaign, next up is finishing the remaining new components for the forest campaign, and then actually building out the campaign map assets for the forest.
Then it’s all bugfixin till launch day.
Exoloper Tasks completed:
- Utility: zoom vision
- Weapon: Energy: repair beam
- Weapon: Missile: direct fire swarm
- Weapon: Energy: jwst lance
- Weapon: Ballistic: flak cannon
- Weapon: Ballistic: auto Flak Cannon
- Weapon: Energy: shockwave attack
- Assets: FP Pilot model
yes, you can outfit an Exo with 4x pneumatic hammers, this is a valid loadout.
it's as chaotic as you'd expect


Don't talk to me or my son ever again.
I made these models at the end of last year, but never had the time to fully get them into the game, so it's been a real pleasure seeing the tanks running around doing their thing in full detail. A consequence of this has been that there's now three classes of tank enemies in the game, with light tanks now supporting their medium and superheavy siblings in firefights. These little guys rip away at your feet and are super annoying (by design).
The intensity got ratcheted up a fair bit with the inclusion of all the cockpit bits.















THUNK
Sometimes that's just a single button, which means whenever this page opens, that button will always be the button that's selected.
Other times, its done in order. If "btn-toGame" isn't active, then, "btn-tutorial" will be selected, and so on. This way handles multiple states for a given page relatively easily.
This lovely component has a set of common controller buttons laid out as an enum (drop down list) that listen to an event in my global event manager (aka, input fired via REWIRED) that cause the button to be pressed when the event is fired. It also takes that layout enum choice and converts it into information for the indicator to pick the relevant icon for the interaction (via the package REICONED). In interloper, menu navigation beyond focus was purely achieved by directly writing this code in each view's control script, here, a simple generic component makes it much easier to maintain.
Count the amount of buttons in the various states.. i dare ye
here you can see the changes from old on the left, to new on the right.
