That Day Will Never Come
You might say Andrew WK is synthetic slop. WELL I DON’T GIVE A FUCK I LOVE THIS SHIT. Not all corporate slop is equal damn it!
Past few dev sessions I’ve been itching for that one session. The one where we start throwing tons and tons of fish in, get the combat online, the spawning and it feels like a real game.
And as I gear up for work in this moment, in this stupefying world, I can perceive that day will never come. And that’s fine. Gamedev is hard, it demands more than you can ever imagine, and we’ve come so fucking far. It won’t be perfect by the end of today, but it’ll be better and that’s what counts.
I was thinking about tuning up shield attacks as last time I was deving I loaded up the loadout and noticed the knockback was very annoying. You’ve got this sword equipped and melee bashes on the shield, why the heck would you want to knock enemies AWAY where you can’t hit them? And I thought about that one edge case where there’s one shield that allows the enemies you knock back to Ricochette into other enemies to do kinetic knock damage and I thought, damn if only all shields had that mechanic…
WELL GUESS WHAT M*THER FUCKERS. WE ARE IN THE DRIVERS SEAT SO WE CAN DO WHATEVER STUPID HAIRBRAIN SHIT WE FEEL LIKE.
So today I’m going to be decoupling the ricochet mechanics away from a specific bonus, and making it a single property on all melee attacks, meaning I can make all shield bashes cause the enemies you fling out to hit other enemies to deal damage to them, AND other attacks as well!
And I can also make it so if the fish slams into something like the ground or a floating bit of color, they take damage from that too. So that’s what we GON’ DO!
So that’s my goal for today, get the whole loadout of shield attacks and facing mechanics (I could write a whole blog on these systems and I gotta get to work at some point), and once that’s all up online, we’ll have a neat new toy to throw on other kits. Like I may decide to make a special item that allows spin charge attacks to ricochet enemies.
Every single fun new mechanic we add add exponentially more scenarios of fun to the game. And that’s pretty exciting. Honestly we should PROBABLY just getting the bare systems in, but I just can’t help myself so one last cool new thing before we start getting the whole shebang online.
SeaCrit will very quickly go from some shallow demo with almost nothing to do with a fully loaded roguelike with interesting enemies to fight, a slew of bonuses to get, items to find and equip, and progression to gain! We have a long way to go before we reach the full potential, but it’s my hope that before we reach full potential, we are way ahead of other games.
That’s why we started this project after all, we want to make a fucking awesome game, kick some ass, and take some names!
I gotta stop trying to get the game out there. I’ve ran into a few very kind people online of late, and they all said they’d try the game and give feedback good or bad, and NOT A SINGLE ONE OF THESE FUCKERS DID SHIT! People are so fucking flakey any more it’s insane. Someone’s word doesn’t mean dick in this modern era.
Oh well, we can’t depend on anyone but ourselves, and that’s fine. We’re kickin’ ass.
The price of freedom is eternal vigilance.
(I made this note when I started this blog, and at the time I’m sure it related in my brain somehow to what other nonsense we blathered, but for the life of me I can’t remember how. But it’s a good sentiment, so it stays! Imma go get work done now while the rats do their racing about scratching each others’ backs and not producing any fucking elbow grease. Too many soft handed mother fuckers who think they’re god’s gift to this industry fucking everything up, BUT YOU KNOW ME, I CAN’T COMPLAIN!
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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