XaiJu
Shattered Pixel
Shattered Pixel

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Fungi Design Work | Patreon Weekly #241

Hey Patrons! In this weekly I’m going to share the current final state of the design for the fungal caves quest variant.

There’s also a new Patreon Poll this week! Seeing as the fungal caves quest is being delayed, I’m curious what your thoughts are on that, and when you might like to see it re-prioritized.

The Current Fungal Design

While the fungal caves quest isn’t coming in v2.3.0 (read the latest public blog post for info on that), I have still made some design progress on it since a few weeks ago.

Firstly, I’ve significantly changed fungal spinners, as their old design really wasn’t working:

Sentries also received a lot of adjustments:

The fungal core design is largely unchanged though. I still really like hiding fungal nodes in the level for the player to find, but the core itself needs to do something as well. Some sort of persistent hazard while the player is hunting for the nodes is probably the best option, but I don’t have a solid design at the moment. Ideally this hazard would also interact with the fungal sentries and spinners in some way too.

This is a lot better than a month ago, but these changes aren’t actually implemented, and there’s still more design work to do for the core. I’ll pick this back up again eventually, but for now I’m happy to move on to other things.

Comments

+1 to the delayed attack and random blind attacks. Telegraphing attacks adds a fun layer for me, like how the rippers prepare to leap. Makes a good turn based strategy moment with satisfaction or dismay depending on whether or not I can subvert the attack. And one time I watched a dude jump right into a pit which was pretty hilarious lol

Nathaniel

Really like the Dm-200 sentry idea to reinforce the fact that this fungal infestation is taking over not only the wildlife but the machinery as well and needs to be dealt with.

Veek


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