Enemy analyzer
As I mentioned before, I decided to make some pieces of gear “passive”, which mean they don’t have to be equipped, they can just be bought and from then on they will be available.
I already used this for armor, but the analyzer and scanner weren’t like this.
The reasoning behind this change is that it’s nice knowing how much health an enemy still has, but it’s silly abdicating of grenades or a jetpack to have this information.
This doesn’t provide the player with a big advantage, and it’s a good measure to know how much damage you’re inflicting (specially when you change weapons).
Not sure if the display is good enough, but I’ll let it be for now…
Also started to work on the “new game” functionality again… Some stuff I did in the meantime broke the initialization code, and I’d like the player to be able to start a new game… That’s almost all of my “to-do” list for “Phase One”!
Now listening to “Asylum” by “Disturbed”
Link of the Day: This game looks excellent! It seems to be my cup of tea, and I love the atmosphere (as I love all things cyberpunk). It’s still in pre-alpha, but it looks promising!
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