Category Archives: Game design
Today I started work on the “Escort” mission… Because everybody loves escort missions, right? Right? Guys? Still only have 3 or 4 variations of text for the escort missions, so I have to add more… The objective of the escort missions is to protect someone while fighting enemies that randomly spawn around the player. Need […]
Today I just created areas for the random missions… These are just small areas that get placed on the mission planets when they spawn for a mission… Next step in the game’s development is to create the “Rescue” mission. Now listening to “Poetry to the Poisoned” by “Kamelot” Link of the Day: Either this will […]
Today I mostly built new areas for the random missions, so the player sees some different stuff… It’s not highly complex, but it’s some polish… In the process, I found a silly bug… Basically, the enemies (in this case, the mechanoids) were going through the wall on this “custom map”… First, I saw that the […]
I created a new area for the infestation missions, and hit some balancing issues… a lot of them, to be honest! The solution ended up being simple, basically the beam cannon was way underpowered, but figuring out what was wrong was not easy… What happens in this “intuitive balancing” I’m using is that you get […]
Today I wasn’t very motivated, an overall lack of energy… So I started by doing some writing, but the inspiration wasn’t great… Then I moved towards some research (mainly decals, ended up on this link which is probably the approach I’ll follow, although I’m not using deferred rendering on this game: goo.gl/S8o2W2)… Finally, decided to […]
Just finished the infiltration mission… It’s a bit more fun that I was expecting, which I guess it’s a rather good thing… Unfortunately, I’ve found a lot more bugs in the process… For example, on the screenshot above you can see props that should be on the wall in the middle on the room, for […]
Started work on the infiltration missions. In this type of mission, the player will be given a pirate lair and will have to infiltrate it, keeping casualties to a minimum. Every casualty will lessen the reward, until it basically only pays for the travel. I mostly worked on the text part of the mission. It […]
Yet again, I started writing weapon descriptions and get lost in something else midway… In this case, the target was the machine gun, and while the visuals were good this time, the balance was completely off, so I had to work on that a bit. Still think the balance of the end-tier machine gun is […]
Well, I was supposed to start working on the new random mission system (the main part of Phase Two), but I started by writing the shotgun descriptions for the shop, and then I started playing around with it, and decided to improve the visuals slightly: The small “explosions” are very fast, and they show the […]
Today I’ve managed to put in a lot of work on the game! “Phase 2” is well underway! First, I started with some writing… As I said before, I’m trying to write a bit every day, instead of tackling all the writing at once… Today it was the time of the “laser gun text”. Also […]