Bonus Blog
Been a minute since I was excited to get to work. I'm always happy to make progress and happy to push forward for those painful gains. But tonight I'm excited for the work itself, and as we build up bonuses the fun will quickly start to emerge!
Today we make bonuses, tomorrow we'll make items that house those bonuses, then we'll make fish that drop those items and the game is going to be ROCKIN' N' ROLLIN'!
Hot damn I'm pumped, the core combat and movement are online now, still needs improving, but for the first time, we're going to have creature dropping cool items with cool bonuses and the full vision of this game will FINALLY be achieved. FINALLY!
What the hell is going on here? We're not supposed to be this chipper! We're supposed to be cursing the road, and whining about our lot in life! Not upbeat, rarin' ta kick some ass and grateful for our dispositions.
We'll fuckin' take it.
Going to be a good night, fun bonuses are coming online, and we'll be setting up the foundations of items as we go. We've got the common, rare, and epic varieties of items as well as items and FINALLY we will be experiencing these systems all online in the field of play building up the actual game after all these hard fought years in this cave. Health is holding in strong, got some (okish) sleep, no reason we won't have another solid day of dev.
Here's the current list of bonuses i'll be implementing soon
=======Common======
Lucky: increases chance of drops
Enchanter: For every ring you equip, charge speed are enhanced by 1%
Breaking: Attacks deal a % damage to enemy items, use DamagePerSecond value to get the %
SeaCrit: Random chance to do double damage, even on crit, a crit crit. High level weight.
Chargers: Move slower, Charge slower, deliver more damage, gain size
Behemoth's: gives player damage reduction when large, increases max helfty size, but slows chungus size more
Proffesional: Every kill enhances Pearl drop by 3%. resets when you're hit. Up to X% (create "on kill" event function)
Increased Charge time max, more damage, 2x damage max on alt abilties, divides alt charge initiation time by bonus
=======Rare======
Heavy Hitter: Enhances the stun of waveswim impacts (found on heavy armor, expensive in shop)
Impact: Enhances the damage of waveswim impacts (found on light armor, expensive in shop)
Momentum: reduces generation rate of waveswim, but enhances damage delivered at the high end
Cruiser: reduces speed penalty of chungus while waveswimming
Blubber: Increases damage reduction while chungus up to a %
Scavanger. Every time a player equips a new item, they gain 1 sharpness and one healthy.
=======Epic====== (Epic bonuses will be game breaking but RARE, there will be many so you will have to play off what you findd)
Explosivo: Deal more damage on crashdash, but greatly enhances knockback
Metabolism: Burning off hefty grants health
Chonker: enhances damage bonus of chungus and reduces chungus falloff
UPDATE:
Didn't end up getting to work today. I ended up writing a long winded post in the Unity discussion forum and beyond that got burned out.
https://discussions.unity.com/t/update-about-the-future-of-the-unity-forums-and-...
I feel a little silly getting worked up about this stuff, but you know what? Who cares. I give a shit about this stuff, i'll post about it. If I get banned or pushback for whatever reason. Whatever. Not going to make a habit out of posting this stuff too often, but sometimes I just feel like venting. Blathering daily in this space isn't enough for me apparently, I HAVE TO SPREAD MY MISERY.
So, I don't think we'll get much done today after all, but I do want to at least sort out some goofy bonus setups so we can come at this work tomorrow and be ready to kick some butt unimpeded!
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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