Filling out level 1 with more stuff, making adjustments to enemies and paths. It’s like a construction site here. I’m hoping to be finished in the next 2-3 iterations.
New things to expect in very next build?
beer
potions
NPCs
and more In the meantime check out the new build and let me know your thoughts!
Added Death’s Scythe with one attack at the moment, I also made a bunch of other adjustments and fixes to make things more stable.
I tuned the stamina and magic costs and regeneration values. The Scythe is very OP, but drains stamina like fruit juice. I’m planning on adding an animation and effect for when you pick the Scythe, but at the moment it’s just a transition. I had to change a few things around in order to support additional weapons, but I always knew that going in, I just made what was useful at the time.
Oh the Pistol will also let you know you ran out of Magic, spamming the attack buttons won’t drain your stamina and magic. Opening Chests and Gates won’t affect those either.
So during the past few days I have been making a number of improvements to the game according to feedback
First I increased the number of enemies around the map and put in some additional stuff trying to fill in the map, you can see the enemies in circles below. I had to implement a couple of lines of optimizations to avoid doing any calculations for this amount of enemies while out of sight, but it was easy.
Tons of enemies, seen here as circles, which represent their aggro-radious
So now about half the level has a medium to high distribution of enemies. I also added a tower to the level, which will be your destination. Just an asset from the asset store for now. Added some fires and voila:
A tower I found on the asset store, good enough for now
Then I wanted to add some settings so that people could have at least a bit of control on performance in-game, before I roll out a complete set of controls. Someone mentioned motion blur was too much and I saw someone play with a low frame-rate and it was really bad. So I added motion blur, bloom and ambient occlusion controls, since those are the heaviest effects.
Quick and dirty on/off switches to make life easier
Finally I created a live cursor, which recognizes enemies and tracks them if you can hit them, at the moment it is just a green particle effect, but the plan is to make her into a fully fledged character. Joan the Pixie will follow Jack around and give him hints, target enemies and have a voice, so that the game isn’t as silent and lonely as it is now.
Next on the agenda?
complete the level
make a navigation map
add more enemies and props
add interactive objects and characters
but first the map. You can download and play it now