| Week 1 Expectations


Hey!

It's been about third day now since I began working with particular template. Honestly, it's my dream coming true - a 2D platformer shooter. In fact, I have had various attempts for this to happen. 
If I look here:

This was my first attempt of such thing, albeit in 3D. I am still not sure how I did actually put up with such low quality to begin with, but.. it was all 100% own code. The year difference is almost negligible, and I wonder what it could have been. Now, I have worked on other things that year, with one being in semi-alpha phase, and it looks actually good. But... Each project is improvement, and I'm happy about that. From what you can see.. I would say it looked really bad. 

The UI was bad, the gameplay was bad, almost everything was done wrong. But after that year of gap, I can't relate to that project anymore, at any level in fact. It's both scare and nice to see the progress ramping up.

So, purchasing current package allowed me to make a ton of progress ahead, and actually have an enjoyable and playable game right ahead, and right now I'm working on most important features, one being levelling system and skill tree.

Now, when it came to grind, levels do not play any role in unlocks. They add you bonuses, but those are nerfed when facing opponents, putting level differences at lesser degree - which means that yes, you will have certain advantage having higher level, but also not that much so you were unbeatable by other players. A maximum difference in skill levels is four. So, if you have health upgrade at level 10, and you opponent on level 2, you will have a maximum possible level of 6. But.. it comes a bit deeper, and total difference in levels can't reach over 10. Which means, one of your skills will have room only for 2 additional levels at maximum.

The higher your level, the better payouts you get, but just with small chance. Let's call it jackpot for now. It essentially means earning triple coins, with very low chance. It also applies to EXP, but with just 1/2 effectivity. This chance is unlocked at level 2, and begins to rise very low each level. default is 1.5%, while maximum is about 3%. 

Balancing these bonuses is very important to preserve enjoyable experience. While at higher level matches, these restrictions become less apparent.

Another thing I work on right now is recoil. I'm adding a recoil to every gun, with different noise-based pattern. These noise values are pretty much fixed, but are picked pseudo-randomly.

Overall, the progress seems to be very much linear, and after these systems are all good, I will begin adding social features, such as clubs, daily rewards, missions, and server-wide statistics, such as TOPs. Global chat is a sure thing, and local chat during matches is to be made, albeit it is a feature to code in less than 5 minutes, ie. not difficult at all.

Files

htdocs.zip Play in browser
Aug 04, 2022

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