Developer Log #38: Balanced Land into Speed


Ello lads. Long week. But I have managed to get a bit of things done... even with a buncha finals to complete. So let's discuss what's been up!

This week was more primarely focused on agility, and making it more fun. This included the following:

  • Different crates, such as 3 stacks and double stacks
  • Crates are now standable
  • Crows have indicators of where they'll come from.

First off, this crate (to the right of Heat) is a new addition, especially for mobility, becoming an important factor in the training itself, as it is entertaining to challenge. I have also added a few other additions, which of course... 

While I cannot really... show (maybe it'll be ready in 2 weeks for the video announcement), ravens now include indicators to when they'll approach so that it's a lot more fair to the player to anticipate when they arrive. I did take a lotta inspiration from Jetpack Joyride, and I might make more UI changes so it looks a lot more interactive. Otherwise, these two, aside from a few other fixes and balancing, are the things I've worked on this week.

Next week, I will plan to work more on the critical training and continue to fix this thing. Additionally, I will begin to adjust to the skills, especially with the most overpowered thing, the Bottle of Wind. I still have no idea what I was thinking when I included that item and to make it THAT unbalanced, but that's on my part for not playtesting enough.

And that should be all!


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That being said, I'm glad you read this far and wish me even more luck with my programming and game development skills. Goodbye, and see you all next week!

-Daq_Code(Daq_Vid)

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