This will serve to be the discussion thread for my Bosconian project so I don't need to Hijack the WIP thread anymore.
BETA 001 was released on 5/12/2015 - http://twhl.info/vault.php?map=6054
KNOWN BUGS & ISSUES AS OF 5/13/2015
1) There is only 1 level
2) There is no End of Game
FIXED
Small fortress guns don't always fire
Respawns are a bit glitchy
Lasers are difficult to see against background
Player ship shoots too far - player can essentially snipe across map
Game is Noisy
ALMOST FIXED
Enemy fighters tend to bunch up
Enemy fighters don't always die when shot
Small fortress guns don't always fire
Game is Noisy
There's something fishy with the func_tankpulselaser entities I'm using for the projectiles. I originally set a 'Max target distance' of 512 units but it seems that setting is opposite and the lasers only fire when you're outside that range. Anyway, I fixed it by manually Enabling / Disabling the lasers with physical triggers circling the fortresses. This also keeps the noise down because the Fortress Main cannon timer is also Enabled/Disabled with the proximity triggers.
Respawns are a bit glitchy
I tweaked some of the timings and it's functioning much better now. After your ship explodes fully, you zip back to spawn and start again. I was having issues with the ship's collision box actually colliding with stuff while you're zipping to spawn, but I fixed that by unparenting the hitbox, then teleporting it back to spawn, then re-parenting it back to the ship when it got there.
Enemy fighters tend to bunch up
Enemy fighters don't always die when shot
I'm still keeping the Enemy Fighter navigation a secret until it's working perfectly... but I did get it working better than before
Lasers are difficult to see against background
I will have to make some new backgrounds. The nebula is too colorful. For now, the BG is just black, and all the particles/lasers show up perfectly.
Player ship shoots too far - player can essentially snipe across map
Was as simple as reducing the lifetime of the laser pulse
Diagonal movement is odd
So tonight was the first time I've encountered this: I haven't officially added any movement other than cardinal and I wasn't originally going to include diagonal movement, but I might in the future - this will stay as is for now.