Patreon Weekly #8 - July 25th 2019
Added 2019-07-26 02:49:05 +0000 UTCHey Patrons!
Progress continues on converting Shattered to LibGDX. I have almost all of the game's core functionality working with the library, and I expect to start an Android beta for people to test the LibGDX code soon. A few key areas of the game's logic are going to be tricky to separate from android (primarily text rendering and keyboard input handling), but everything else will be working for that beta. My plan is to roll out this "almost done" LibGDX code with v0.7.5, and then try to get the last bits working in the next update.
Speaking of 0.7.5, you might be wondering what that update will be! 0.7.5 is going to be the 'new foes' update, existing as a counterpart to 0.7.4, which was 'new friends'. My goal is to improve and add enemies such that each chapter has 5 different enemies total, as well as make targeted improvements to each boss. These improvements won't be full overhauls, I will likely do that in the future, as its the sort of thing that should be done one at a time.
I'm really looking forward to sharing the new/improved enemies and bosses as I get to work on them. As a start, let's talk a bit about Goo. I think Goo's basic fight works quite well, and I'm not looking to change any of its core mechanics (it's the first boss, so it should be simpler), but I do think the arena could be improved.
I always planned to do more with the new levelgen system after v0.6.0, and Goo's arena is the perfect spot to do some experimenting. I plan to keep the core principle of ensuring the player can always retreat somewhere, but significantly increase the ways that the can be generated. Most significantly, I'd like to try adding some special rooms which Goo spawns in, and I want to see what level layouts patterns can work instead of just a plain circle. Ideally down the road this could lead to improvements to level layouts elsewhere in the dungeon.
Comments
I realize that what I wrote is a little misleading there. I corrected the wording to "5 different enemies", which is what I meant.
Shattered Pixel
2019-07-29 07:29:35 +0000 UTCWhat are the 5 enemy types?
Zrp200
2019-07-29 06:33:33 +0000 UTCI'm not necessarily looking to have the same five types of enemy each chapter, but I do definitely want there to be more variety of enemy types in general. Hopefully I'll be able to share more on that in the coming weeks.
Shattered Pixel
2019-07-28 23:13:41 +0000 UTCOoh demon halls enemies! I'm assuming the enemy types go like Ranged/Tank/Sneaky/Anti-Kiting/Accurate?
Zrp200
2019-07-28 20:58:02 +0000 UTCI don't have solid plans yet, but every floor will see some changes. I've already tweaked the sewers and prison a bit in previous updates, so most of the changes will likely focus on the later areas. The Demon halls in particular will need 2 new enemy types to get up to 5 total. I expect the next several patreon weeklies will have more specific teasers for new and changed enemies.
Shattered Pixel
2019-07-28 04:07:51 +0000 UTCTraps could be added, but I worry they'd make the fight too random one way or the other. Finding a trap before the fight could trivialize it, stepping onto one during the fight would be infuriating. I'm mainly interested in experimenting with the shape of Goo's level.
Shattered Pixel
2019-07-28 04:06:41 +0000 UTCAny enemy teasers to offer? Where do you expect the most enemy modifications to occur?
Zrp200
2019-07-27 20:06:30 +0000 UTCGoo changes sound interesting. Does this mean we may get traps on floor 5? Would love to nail goo with a burned room/minefield.
Zrp200
2019-07-27 20:05:08 +0000 UTC