Devlog - Week of Mar. 7
Hello everyone,
This week we've mostly been paying attention to the results from our playtesting sessions with utGDDC and Ubisoft.
Specifically, some issues we're looking into addressing from playtesting are scenarios where turrets spawn in positions where they never get line of sight on the player, players getting stuck at very low health and struggling to find the last enemies on the wave, and powerups being unbalanced the way they are currently. (shotgun is too strong...)
- For the turret spawn issue, we're thinking of approaches such as altering the level layout or changing the spawning mechanism for them.
- For players stuck at low health and being unable to move, we're considering making the healing pill a consumable item that can be stored for later.
- Lastly, for the powerups, we are looking into adding our time-based system to reward the player for clearing the wave fast. This would mean the faster a wave is cleared, the higher the tier of loot presented as a reward.
Another topic that's been brought up is the idea of multiple weapons for different playstyles. Ideally, we would spend time exploring the concept, however, I believe the remaining time we have left is better used to polishing and refining our existing gameplay.
As far as features that have been added, we've added new targeting modes to enemies: set targeting and predictive targeting. With these two additions, bullets should be more interesting to dodge, as the bullets are no longer simply firing at the player's current position.
Our next steps are to wrap up features and focus on our level layout and aesthetics.
Until next week!
-Andy
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Adrenarun
A roguelike where the speed of the game depends on your health bar.
Status | In development |
Authors | azhu, Sirkular, MaXeraph, Toe-Knee-Y, ikeia |
Genre | Shooter |
Languages | English |
Accessibility | Interactive tutorial |
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