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slynyrd
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Devlog - 59

Building upon the blood resource and scoring mechanics I described in the last Devlog, we are now incorporating enemy types into the mix. Naturally, you wouldn't expect a metal ship to bleed, therefore, we also have organic baddies in the mix. Sometimes these enemies immediately appear in the flesh, and sometimes they are hidden in the metallic armor of more typical looking ships that must first be destroyed to expose the vile beast within. In any case, the blood resource can only be procured from organic enemies by attacking them with the sword. Additionally, there will still be straight up metal type enemies that offer no flesh to cut into.

Description of images
-New enemy unit, metal exterior idle animation
-Attack pattern concept
-Organic unit that is within the previous metal unit
-Organic popcorn enemy unit
-Stabby demon enemy concept
-Blood spray feedback for sword hits on organic units
-Splatter animation for death of small organic units

Organic units are integral to the balancing of the level design and must be introduced in the early moments of gameplay, and thoughtfully spread throughout the entire game. Furthermore, the level design is going through another overhaul, as I design a good batch of organic, and armored organic units to throw into the mix. Working hard for that M rating.

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