Day Four
At this point, I have some interesting level design and mechanics, but I don’t really have a game. There’s no incentives - nothing to work towards. There also isn’t really any sort of menu.
Progression System
I decided to make the game score-based:
- 1 point for each enemy kill
- 2 points for each easy enemy choice made
- 5 points for each hard enemy choice made
- 2 points for each player choice made
- 2 points for each powerup collected
- 5 points for getting a new weapon
I wanted to encourage players to try to get the powerups rather than sit around and stay safe, which is why the powerups also impact the score.
As the score increases, the game modifies certain attributes, such as spawn rate and spawn count. I spent most of today balancing these attributes.
An Error
Oh dear.
I ended up spending a couple of hours trying to resolve this error and not getting much done. Fortunately, I had a backup from a few hours ago, but I wasn’t keeping regular version control, so I had to recover a few hours of work.
Moving Forward
With pretty much everything put in place, all that was left now was to do art and music.
Ablobalypse
A choice-based arcade platformer.
More posts
- The Devblog ArchivesApr 30, 2020
- 10-Week EvaluationApr 30, 2020
- Day Five - Art and Music (and Playtesting)Apr 30, 2020
- Day Three - Implementing ChoicesApr 30, 2020
- Day Two - Choice Engine, Splatter Effect, Animations, and ABLOBALYPSEApr 30, 2020
- Day One - Basic MechanicsApr 30, 2020
- Nov 10 Status UpdateApr 30, 2020
- 5-Week EvaluationApr 30, 2020
- Development Snapshot (October 9th, 2017)Apr 30, 2020