Spent the day tweaking the boss fight by speeding up some particle effects and animations, plus working alongside newprogrammer on designing better patterns and behaviors over a video call. It was comfy. I think we got something cool going on with this battle and I hope players enjoy what I’m envisioning.
I’m also in the process of creating items and equipment to place inside chests with finalised names and descriptions. Plus their base stats. Very cool that we’re finally in this stage of making the game a real thing and also scary since it’s do or die now. Put-the-money-where-our-mouth-is sorta deal.
Gonna warn everyone though, and say right now that it’s gonna be a rather linear affair since I want to finish this game during my lifetime, and the presence of numbers will probably give players the impression that there’s a lot to play around with. But aside from weapon variety and upgrades, I’m not in the business of doing in-depth RPG mechanics when we’re only two guys building the game with many, many moving parts. I say this cause I’m using item placement and their stats as a way to determine how far into the game you can find them. A player who explores every corner of every map will be perfectly equipped to face whatever’s ahead. There are no levels or builds to play around with. Only your wits and a nice variety of upgradable guns, rifles, shotguns and swords. It sounds simple because it is, but I trust the design will be flexible enough to also not make equipment obsolete. In a perfect world you will simply pick whatever’s convenient for the moment without worrying about choosing one piece of armor over the other. Just go for whatever serves you best.
Basically a closet where you’ll always have things to use!
Enough rambling, time to sleep. And also don’t take my word for it either; plans can always change as we build this… like the lore that keeps being fluid as hell as we give every mechanic an in-universe context. Gonna be interesting to discuss that when the game is out.