Update #3 - energy comes into play
Discharge » Devlog
This update was focused on implementing initial logic for gaining and spending energy. So, you know, description of the game might actually be correct.
Summary of changes:
- Enemies now drop energy! Energy should be collected before leaving room, otherwise it disappears.
- Shooting now spends energy.
- Interaction system basis.
- Interactable objects with different conditions for interaction (for now, only possibility to purchase damage upgrade for energy).
- Visual logging system, so player might now what's going on (for now it displays reason for interactable object being unavailable).
- (not related to energy) Minimap now reveals rooms only as you come nearby.
It was not very productive day for me, but at least I've established some core systems, such as interaction and logging. Also, weekend is over, so progress might be a little bit slower until next Friday... Anyways, as a next step, I will most likely add non-hostile rooms (such as upgrade room) to generation layout (possibly with minimap icons). Also, interactable objects really miss interaction button prompt. To be fair, backlog is actually pretty big, so most likely I will need to cut some things until deadline (e.g. boss fight).
Discharge
Energy-driven roguelite TDS
More posts
- Prototype v4 - post-jam updateMay 05, 2019
- Minor update - in-game hintsApr 21, 2019
- Update #8 - final versionApr 20, 2019
- Update #7 - improved patterns systemApr 18, 2019
- Update #6 - game end conditions and reinforcement + playable versionApr 17, 2019
- Update #5 - more content for rooms!Apr 16, 2019
- Update #4 - workshops and improved pattern systemApr 15, 2019
- Update #2 - big firefight in a small mazeApr 14, 2019
- Update #1 - "walking" updateApr 13, 2019
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