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!

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