Devlog #2 | Mana / Enemies / Wave System
Mana
I removed it because people didn't see a reason to use the offensive ability “IAI Draw” when they then will not be able to heal then. The tradeoff was just not interesting.
IAI draw now has a 5s cooldown and costs nothing.
Healing is changed and will be subject to more changes in the future. When you stay in the red circle for 5s it is activated. Once activated it becomes bigger and heals you constantly while inside. When you leave the circle it stops growing. After 3s of you being outside it starts shrinking to its original size. Even if you reenter it now, it will keep shrinking. Especially this last part will be changed a lot.
I really like this change. It allows casual players a different playstyle. It has its own difficulties. You have less space and need to hold your ground, while not being able to leave the circle to focus priority targets. Instead you are passively fighting enemies as they come to you. In the future I will work on a playstyle for an aggresive / active playstyle. It will be a something like a combo system.
Timeslow
I always slowed time when you hit or get hit. That felt kinda off. Screenshake was dependend on how fast the time is. So if I slowed it down, the shake would also slow down. This made it feel like the game is lagging. I made screenshake not care about the speed of time and timeslows slow down time completly. This feels a lot better and not anymore like the game is lagging. Even though in some situations it can be to much. I might try out smoothing that out in the future.
Unity 2020
The old project was buggy. WebGL and Analytics woulnd't work. Other things been weird. The game itself had no problems but I didn't want to wait until it does. So I set up a new project with the newly released 2020 Unity Version. Its really stable and the problems I had with 2019 are gone. I took the opportunity to work over the Post Processing and emission maps the enemies use. I hope the game looks clearer and better now.
Enemy Update
- Duelist is now a lot simpler with a lot of states removed. Is also now a lot slower. Meaning he is ignoreable but still there to take your attention and force you to ignore him and focus stronger enemies.
- Ranger now has infinite range. He still tries to stay at a specific distance.
- Wolfs now work as intended. When you get close to one, he will growl at you. If you ignore the warning he will howl. All other wolfs join in on the howling. Once they are done they will all jump at you. When your not close a wolf, they will circle around you. Over time they will come closer and closer. This distance is reset when they attack you.
- Rapier now works as intended
- he will now always get behind you unless that is impossible.
Wave System Update
The old Wavesystem was outdated. It didn't allow me to do all the things I wanted to do. I updated it, made things better and even added some. There is a new Wave Type in which enemies keep spawning until the end of the wave. Then they all explode. This is meant for future updates in which there will be something like gold which you would get for killing enemies. But if they explode in the end, and keep spawning and overwhelm you, then what do you choose to do? Be greedy and kill as many as possible to make lots and lots of money? Run away and stay alive? Stay in the center to heal up while fighting them off? I hope this wave type will be challenging but a lot of fun.
Thats it folks!
If you want to watch me make this game you can do so on Twitch
If you feel so inclined please play the Game and share it with your friends. It means the world to us!
Thank you for your time and have a good day! (Moon)
Files
Get Saikyo
Saikyo
Bad Ass Samurai Roguelike
Status | In development |
Authors | MissingTheMoon, aezylhazel |
Genre | Action, Platformer |
Tags | 2D, Roguelike, Sci-fi, Singleplayer, Swords, Top-Down, Unity |
More posts
- Wrist Pain and Long BreaksSep 07, 2022
- Devlog #33 | Item RedesignAug 21, 2022
- Devlog #32 | Early Alpha UpdateApr 25, 2022
- Devlog #31 | Final Animation UpdateFeb 10, 2022
- Devlog #30 | An UpdateDec 23, 2021
- Devlog #29 | Animation Update 2Nov 15, 2021
- Devlog #28 | Animation UpdateOct 21, 2021
- Devlog #27 | Misc & ArtAug 17, 2021
- Devlog #26 | Feedback & HelpAug 05, 2021
- Devlog #25 | Content UpdateJul 02, 2021
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