Hey!Been a bit under the weather lately, so progress have been even slower than usual
But there actually has been a bit of work done:
First off, the Item/Object/Spell refactor I have been working on is closing in on being complete.
Most of the peripheral things that broke when ripping that system apart has been fixed now.
Secondly, I have added an enemy that summons increasing numbers of small enemies around the player. You'd be wise to dispose of this guy quickly, before things get out of hand. Wildly unbalanced and not a just a little confusing at this point, but I think this kind of enemy might help making the intensity curve of each room less of a front heavy slope.
I have also been experimenting a bit with short range, melee weapons.
In the gif below you can see some spell-sword action. It feels very different, but quite fun!
The Upgrade/Inventory menu now also pauses the game.
I have hooked up more of the stats that can be upgraded to actually affect gameplay.
Range affects the size of the spellblade for example.
Spellblade, enemy summoning enemy, upgrades etcWhat's next then?I really need to nail down the actual weapon/skill setup.
I am leaning towards defining a character class like this:
* One starting weapon. When multiple weapons are picked up the player can cycle through them via a button press.
* One starting spell, with another unlockable via Upgrade Points. Could possibly upgrade spells via Upgrade Points.
* One empty Artifact slot. An artifact would be a utility item that is activated.
The different classes might have different ways of regenerating mana.
One might regenerate mana faster if killing enemies in quick succession.
One might have negative regeneration so mana is always empty, but it would fill up when landing hits. Sort of, charging up to some kind of finisher spell.
The other thing would be to try to find the right balance between number of enemies, damage, level ups etc.
It's not feeling right just yet.
Man this game looks awesome! Really great work so far! Controller support makes such a difference for when your showing your game off at shows and stuff
Thanks!
The game is very different with a controller and mouse+kb. Aiming is a lot less precise etc.
The last 15 years I have have very little experience playing games with controllers so its actually a decent proxy for me to know how newbie playing feels.
Downloaded and proceeded to play for 2 hours straight. It's a winner!
Thanks! Wish my progress was faster so I could let you guys test all the new stuff.
Hugs and kisses!
/Me