Holding Fast
You know, it's ok if I write a stupid little blurb here that isn't very insightful.
I asked myself, "Self, why even post a blog today? It's not going to accomplish anything if it's not some super insightful, well written piece of blather." And I'm thinking... ok the fish AI of the hefty shark needs tuning, i need to finish upgrades, I need to make a slew of items, i need to create chests for those items to drop from, i need to create a world to put those chests into , I need to tune the items, i need to tune the bonuses, i need to tune the % chance certain prefixes will spawn on items, I need to tune the difficulty of the enemies, I need to tune the attacks that hit those enemies, I need to get wounding mechanics in, I need to tune those mechanics, and I need to build up the level loading systems, I need to polish the chunks that build up these levels, I need to build up the story and the NPC's that will add flavor to the world...
Maybe it's ok if I don't spread myself thin writing a well polished, coherent blog today.
So why post? I guess I just like to blather, I dunno. This is a blog not a promo after all. The world sucks might as well regurgitate into the void as the rats race about.
So today! Not going to think about it too hard. Stuff needs doing, we're going to do stuff! And I'm finding if I starve myself, the dizziness and breathlessness doesn't seem to set in. So we're gonna work on an empty stomach. I plan to eat some very bland oven roasted garbanzo beans later if my blood sugar drops below 90. I live a very exciting life!
Oh well, the game is coming together. Going to be a tedious day of building up bonuses and getting the wound system online.
I've decided i'm going to try this new wounding system where alt charged bites apply damage over time, so it'll be this very yin yang type system for melee charged bites. Your basic right click charge will tap back life and it's very green themed, and alt charged attacks will apply wounding to the enemy. The more wounded they are, the more damage they take over time and for longer. It won't be super amazing damage, but non trivial. This opens the door for new bonuses to enhance the damage dealt from wounds and create new builds. There's also the potential for new means of causing wounding to enemies besides alt charge bites. Maybe alt charge snipe attacks can cause wounding too!
Once applied I thought it would be cool if the combo finisher for bite attacks did a sort of "finisher" that consumes all the wounding on the fish to multiply its damage. So if you spend 10 seconds charging up your bites, delivering blow after blow of wounding, and they're fully wounded, and you execute your full bite combo on the fish, you might deal 5x more damage on that hit in REALLY big, satisfying #'s. The tradeoff is all that wounding you built up that was doing damage very second to that fish gets reset to 0.
I think it's going to be cool and add nuance to the combat systems for melee, and give each and every attack its own feel and purpose and synergy. And the added randomness of bonuses should really kick things up and open up all sorts of interesting playstyles. The combat is already feeling really tight and things like stun and various nuances to attacks are starting to shine, this will just be another layer of polish to really dial things up a bit.
Anyway, it's always satisfying to talk about what thins are GOING TO BE, the hard part is opening up the damned project and getting to it! So enough jibber jabber, off to work!
Some day we'll open the project, we'll do our tedious tasks, we'll open the todo list and we'll think, "huh, there's nothing's left on this darned thing" then we'll build out a few more sections of the world and we'll have ourselves the demo! One day at a time, it's a long slog and you'll go crazy fixating the finish line. So just going to focus on the short term and get to it. Goal for today is getting wounding attacks in and finish off most the remaining bonuses.
Ok, as I typed this i've decided. I'm going to make a radical shift in the setup of abilities. No more randomly having TONS of things exposed on various abilities. No having a "does X wounding", "is a finisher that consumes wound charges to execute critical damage". We will create attack types and assign the appropriate properties there through hard code. No more setting stuff up by hand and having enless things exposed in the editor we might accidently change. Design will be rock solid and immune to user error moving forward, we will no longer have endless rollouts for settings that can maybe break things and all these settings will be hidden in the inspector unless we decide we need to debug when things are broken. It's time to build this stuff up right, and it'll only take maybe a day to set it up and from then on it will be easy to maintain and do the right way. We'll start slow and refactor this over time, today we'll get the wounding values set on ability initialization.
Get SeaCrit
SeaCrit
Deceptively Deep!
Status | In development |
Author | illtemperedtuna |
Genre | Action, Role Playing, Shooter |
Tags | Beat 'em up, Casual, Indie, Roguelike, Roguelite, Side Scroller, Singleplayer |
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