DevLog 5/20
Its the night of 5/19 and I am posting this just before going to bed.. Where i will play my game on my phone for a little before snoozing.
The crafting, at least the goal of the initial release is done. Enhancing units will increase the tier of a unit by consuming other units of yours as materials. Hopefully the tutorial/error helper built into the window will help you with any issues you may come across.
The 2nd half of crafting, which will not be introduced probably until we have a full set of base tier 2 and tier 3 units... is creating units. The concept of this is that you don't know any recipe for units. You discover through playing or by researching recipe's. Some units may only be created by recipe's possibly. You can discover recipe's by attempting to create a unit with a random combination of units, failing will more than likely produce.. nothing. An example of a recipe could be say.. 2 scout units and a tank unit will make a tier 2 unit that could be very fast with similarities of a tank.
Also in this update is unit rarity (tiers) background colors! Easily tell the difference of your tier 1 units from tier 2 just by the color.
The update will be out in the coming couple or so days. So prepare for it!
Also being teased in the update is a loot button. Since the planning stage of the game i have wanted to incorporate a looting system. Every time you beat a stage you have a chance for items... blah blah.. rarity of each item etc. the item will help in various methods and the further the stage the better the item etc. What is preventing me from sneaking a very simple edition of it into this update is balance, and unique properties of the items. I have about 40 unique properties on a list i have made but that number feels so small to me because half of them will be near unused as an average item. Not every player will be using xxxx. Which is also a good thing because it makes some items better than others.
Inventory management though is the biggest thing preventing me from sneaking it into the update. And the biggest concern of all. What if the inventory is full? just delete the item? How many inventory slots should we have? Should there be a filter etc? Make it so when a rare item comes up and inventory is full, delete an item? Oh no.. just deleted a item someone wanted to save... Oh wait.. lock feature..... But then thats another thing that needs to be saved for the player. 50.. 100... inventory items... all with different properties, maybe up to 5 each. As you can see there are a lot of things to consider in this concept. I could go with the simple and easy route and just dish it out. But theres also that balance i was talking about.
Metal my Idle Bots
MmIB
More posts
- DevLog 6/18Jun 19, 2018
- DevLog 5/30May 30, 2018
- Devlog 5/12May 13, 2018
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