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Thanks man!  You got some good stuff going on!  For you I filmed some real quick of the current build:

https://aaron2610.itch.io/rust-and-rage/devlog/849314/devlog-3-video-of-me-dying...


That's amazing! I'll have to watch it again and reply more in depth tomorrow when i get my laptop out. Thanks for making the video! Those sound effects are gold and the loot system is epic!

(+1)

Following up with my previous message (regarding re-watching it and replying more in depth). The rng loot is amazing to see. I tried doing that with RAW but ended up just going with weapon builds. I'm contemplating adding rng to the damage so I can play around with crit damage. The inventory system you have leads me to ask if it auto picks up items as long as the inventory slot is open for it. Like I previously said regarding the sound effects; they are gold. All in all I really enjoyed watching your gameplay video. You've put a lot of effort into it and I think it'd be an enjoyable game to play for sure!

Wow thank you!  You're the 2nd person to have actually seen my game, and the first person barely said anything 😂

I have no idea how other people do it exactly, but here's what I decided to do:
Each gun is created in a category (pistol, smg, rifle, etc) and then there's a wide variety of stats with RNG. But then the next thing is does is chooses a bullet type. And I have like 15 different bullet types, each also doing it's own thing. Then I also have extra effects like fire/acid/cold, and rarity & levels add another level of stuff like a chance of extra bullets or extra damage, etc.



Grenades are similar. I have spread, spray, and single blast grenades.  Each of those types have a slew of things that happen when the fuse timer runs out.

That's awesome! The best I've done with RNG came down to designing an excel spread sheet for rng weapons and armor for D&D 5E which is why I tried to get it into RAW, but I didn't have much luck. Maybe I'll explore it down the road, but realistically what I'm exploring is unique "legendary" weapons and reducing the number of weapons the player can have on them at any one time. To add to the difficulty I'm considering NOT allowing them to get rid of a weapon they picked up in order to "get the next best thing" making item slots more important. I purposely removed ground effects from staying between stages but left loot on the ground between stages for this potential reason. So when they see the Doomwave (also called Doomblast) drop (it's the current rarest weapon in RAW) they'd either regret picking up another or be excited they left the slot open for it. Currently there's 10 weapons and 10 weapon slots so they can pick up every weapon. lol.

Ohhh....nice!  I am a little more forgiving my limiting it to 3 guns, but only 1 grenade and 1 special ability.  Love the idea of using D&D as the framework, using something tried and true has a lot of merits...and I wish I did something like that because it's a PAIN trying to balance all of this stuff.