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Progress

Progress today is simple, I started work on Level 3. Level 1 could be said to have 1-2 sections, and Level 2 has 6 sections. The new level has 11 sections and I managed to fill up 6 of them. I think overall I'm running into an encounter vocabulary problem given I have 2 different challenges. For an example think of doom: You have Imps, Pinkies, Cacodemons, Chaingunners and Barons to spread around. The combos you do these in, their arrangement, if you do it by surprise, etc. all comes out to very different encounters. I have Turrets and Crushers, to mathematically I have something like 4 different encounters (None, One, or Both). Crushers so far have had the most versatility; their angles, number, spacing and speed all come together to make different movement challenges, and I've extracted value there. Turrets though have 1 real value; number. As far as I've played and built, going higher than 8 in a section is likely too much. You could ask people who play DOOM to fight 8+ Imps, but they've been playing the game for over 30 years now. People will be playing mine for 10 minutes; it's bound to get unfair very fast.

At least in light of unfairness, I think once I finish up general design of Level 3, I'll implement a healing item to full heal the player on touch. The mechanics for this already exist in the code, they just have to be activated. I think ideally, with this level and that item, I'll call the project complete.