Continuing Powerups
This has been a busy week for powerups as Ref and I reach for the last few art touch ups. We managed to complete 6 this week and I can't wait to be done. Let's get into it.
Art
No real revelations on how to improve art with visual effects. At this point we have our tool kit and we're just using it to touch up the last few.
Fireball
Hellfire
Ghost dagger
Poison Flask
Burn
Zoning
Bullet wall
As you can see, we've been busy with this. I have a couple of other things cooking in the back ground but this powerup update has been the most time consuming part. One cool thing we've done with the zoning ability is add some shaders to really sell it's power when you step on the zoning field.
Music
As for music, Juan has complete the background music track for when a round completes. The only things remaining now before we are demo ready is a song for boss fight and one more for the bossfight victory. Once we have that we're good to go!
Programming
From a programming standpoint I've been doing another polishing pass on the abilities as we go, as well as tinkering with the resource system in my spare time. I've had a couple wins this week: I've managed to get resources spawning on all levels and make them available in the UI when selecting upgrades. The next steps are balancing the health of the nodes so that it scales with the player and then making upgrades purchasable using multiple currencies. This is the part I'm most worried with because I suck at balancing the ingame economy. I'm hoping to find a simple formula to make it so that all upgrades cost a good amount of money that doesn't slow the pace of the game and motivates the player to farm up resources for one more!
One fun little bug I discovered is that once you kill the last boss you can actually farm resources indefinitely haha because the game doesn't end until you pick up the boss's crown. To combat this I destroy all resource nodes on the map when the boss is killed and prevent hte spawners from generating more.
As a side note I've also been thinking about match replayability. I've had an idea for a "prestige" system that lets you collapse certain powerups to open up more slots and also reset your level counter while keeping your current powerups. The idea is that the player finds these powerup combos that collapse and reset to push their player level higher and higher inside the round. I don't think I'll be developing this system until I've had some good playtesting feedback that verifies my concerns with replayability, but if the feedback is that I need to make rounds differentiate a bit, I think this might be the system I put in place, we'll see!
Get Bloodmoon Survivors
Bloodmoon Survivors
Survive the night by fighting your way through hordes of enemies
Status | Prototype |
Author | TheNevel |
Genre | Action |
Tags | 2D, bullet-heaven, Bullet Hell, Loot, Pixel Art, Roguelike, Roguelite, Singleplayer, Survivor-like, vampire-survivors |
Languages | English |
Accessibility | Configurable controls |
More posts
- Coolifying your powerup effects8 days ago
- Importance of Game Juice - Powerup Effects Update16 days ago
- Weapons, Items, and SFX23 days ago
- Playtesting, SFX Updates, and Icons32 days ago
- Demo Release Planning, Icons Rework, and SFX37 days ago
- Last Demo Boss Complete!43 days ago
- Cowboy Grenadier Boss fight and lighting51 days ago
- Music updates, Level 2 First Boss, and Fixing Camera and resolution support56 days ago
- Particles, Attack Pattern Cleanup, and First Music Tracks65 days ago
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