Tag Archives: balancing
I hurt myself in the foot yesterday, which means I can’t sit on the desk to code or work on the game (without having the foot in a potential harmful way). So I decided to hang my feet up and try playing the game a bit… The balancing is a bit better than in previous […]
That’s right, you heard it here first! I’ve finished the new shooting AI system, and the rebalancing of all weapons… There still might be some work there, with feedback from beta testers, but the basic work is done there! Now listening to “The Theory of Everything” by “Ayreon”
Today I didn’t have much time, so I spend just an hour or so balancing weapons (mainly firing rates, etc). Some of the difficulty is understanding why isn’t a weapon firing, when the enemy has two weapons… For example, the enemy I’m testing now has a machine gun and thermal grenades, so he takes the […]
After all the work yesterday on the raycasting system, today I fine-tuned the shooting some more, and it feels way better! After this, I balanced the beam cannon and found some errors on the damage levels, so I had to retune all the rest of the weapons, while playing around with some plasma burns: Because […]
Today I’m fiddling around with the electro-cannon… This is a weird weapon, because it works differently if the player fires hit or the enemies… When the player hits an enemy with the electro-cannon, they get stunned for a short while… When the player is hit, it just takes damage… I wasn’t happy with it… The […]
Spent most of today fine tuning more weapons, mainly the pulse cannon… The pulse cannon is one my favorite weapons, because the build up time let’s the player prepare for the shot, which makes it cool to avoid! Also added a plasma burn to the place where it hits, because it’s cool… Also spent some […]
Some more balancing today, switching between weapon balancing/testing and experimenting with some gameplay mechanics… I know they should be locked down by now, but I can’t help myself… First change in the gameplay is that shields no longer have a fail rate… It was just looking weird, and I can achieve the same actual result […]
Today I mostly worked in balancing the weapons… Not much to say about it, I basically just spawn an enemy with different weapons and different levels, and see how does it feel… Then I adjust it and try it again, over and over again… The game so far was “mathematically balanced”, which means I had […]
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 […]
Finished balancing the last boss today, yay! It might not be a big challenge if the player is well geared, but it still requires some attention and a moderate amount of skill! Just missing three more elements and first pass is done: Equipment Screen Health Injectors Title Screen (to replace the ugly one below): It […]