Slugger State of Game - February
Look where we are? v2.0.0.0 is now well underway with a sleek, smooth and magical redesign of not only UI, but basically the whole game!
So far, placeholder enemy spawning has been implemented and VFX and SFX are now being established. So that’s all well and good, but still not really that much to show. I’m still in the deep ravine of the foundation for a much more revitalised version of Slugger, but the time where I climb out and begin created the exciting new “Lair” and Skill Tree is rapidly approaching. I still can’t say when this update will be complete however.
BUT - what I can say is some great ideas I’ve had and I’m looking for some feedback on them.
Firstly, I’ll likely be implementing the framework for a better, more balanced currency system and much LESS generic.
It will revolve around “Quantum Travelling” which I won’t get into too much detail yet but it involves going inside enemies and collecting their Cells and Protons. Now, this is more of a side currency but will still be used for a variety of things. However the main currency I’ll talk about is called “Warp” this is basically replacing XP. And why the weird name? Well I can’t really tell you, I just wanted something unique.
So each time you kill an enemy you will get a quantity of warped souls depending on which enemy it is and you will also get bonus souls for completing waves, damage combos, ect. At the end of a run these are combined to create “Warp”.
So, basically this new currency system will be the basis of many new features I have planned for future updates.
Thanks for reading,
ProxyFirewall