Pre-Holiday Progress

Early Chrismas greetings to you all!

Funny how the week before the famously most peaceful time of the year can be one of the busiest. Not only did we have our very first presentation of our game to an audience, which felt a bit like our very own miniature E3 or Gamescom, we also decided to get as much as possible done before the holidays begin. So let us talk about our progress, shall we?

First up, because of the presentation, we made a first proper level. It's a couple of minutes long and features several different enemies and the temporary boss we showcased last week. The level is very challenging for a first level, so obviously we have to work on our balance. However, week by week, the game becomes more and more playable. When you are brainstorming about what your game will be, it is only a game in potentia. It is great to have this actually real and developing thing right under our noses.

This week is also about the shop. Our chosen deadline before the holidays is the next sunday, so it is still a work in progress. We can however talk a bit about our design choices concerning the shop.
Our current idea is to have different types of upgrades. Some you will be able to increase in level/strength, such as shield power increase and main weapon improvements. Others will function as a secondary weapon or a special attack. Finally, we also want to include perks. As our concept for a perk system stands right now, you will be able to buy only one perk each of the two perk types: Offense/Defense. Not all of these upgrades will be available at start, you will have to unlock them.
Here's what the shop looks like right now (WIP):


Ain't it shiny, folks?

Anyhow, there is more than just the shop we are working on. As always, we keep adding new enemy types, bullet patterns, enemy paths and levels to the game. We may soon have our first real boss! A highscore system is being designed. Busy, busy, busy. But fun nontheless. 

And... that's all for this week. Merry Christmas and see you next time!




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