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Feedback / DevLogs / Re: ?
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on: August 04, 2013, 01:50:22 AM
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This game is about twisting spaghetti.
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325
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Feedback / DevLogs / Re: Screenshot Saturday
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on: August 02, 2013, 09:26:49 PM
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Sleeping gas AND chloroform? EDIT: I know exactly what the indie world needs, and it's another underground exploration game  A demo/technical test should be available during august
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326
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Feedback / DevLogs / Re: [Flame Badge]
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on: August 02, 2013, 09:07:34 PM
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Coded in some more units, started working on triggers, and put the ▽○□△ symbols in the font.  The HUD is being drawn at a higher resolution so everything is readable, just a temporary solution.
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328
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Feedback / DevLogs / Re: [Flame Badge]
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on: August 02, 2013, 08:19:13 PM
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Another mechanic that I didn't mention: some units don't regenerate points automatically, they have to do it manually with an action. So for example the Minotaur unit has a super attack that costs ○△ but the only way to regain that ○ is to use the Prepare action. This means he can only do his super attack every other turn, and he is vulnerable it the meantime.
This is a pretty similar idea to accessories, so I might try to consolidate the two concepts into one. Gonna do a pass on visual feedback for everything and see how it plays out.
My design strategy has been pretty TCG-ish; there are rules and what makes units unique is how they break the rules.
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337
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Feedback / Playtesting / Re: BLOCPK: BUG HUNTIN'
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on: July 31, 2013, 11:34:23 AM
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That part works fine, the blockp is getting pushed downward into the player because it suddenly found itself within the terrain geometry. Sliding blopcks don't kill and can result in stuck players.  Not really a bug just an inconsistency.
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