Day 3: Polishing the Machinery of Mayhem
Today we’re buffing the bite of our death-dealing minions—because in a grimdark idler-strategy hellscape, half-assed is a sin.
First up, we prioritized attack LookAt over movement LookAt. No more awkward shimmying as your unit pauses mid-sprint to face the wrong way; now the moment they swing, their eyes (and blades) lock dead-center on the target, even if they’re still sliding across the map. Feels way more predatory and infinitely less like a glitchy indie project.
Next, all units got smarter with robust “target out of range” switching. If your chosen victim darts beyond striking distance, your soldier immediately snaps onto the next poor soul—no more whiffing at thin air or staring plaintively at an empty spot. It’s seamless, it’s ruthless, and it leaves zero time for enemies to tweet about their near-miss.
We also squeezed in additional code cleanup, banishing leftover debug cruft and untangling functions that were threatening to spiral into Mad Libs territory. And because chaos loves an organized shelf, we reorganized files for the next cycle—folders named, scripts corralled, and no more “FinalVersion_Final2_Revised” naming nightmares.
Tomorrow we’ll crank up the juice with camera mechanics.
– Guts Glory Games