Posted October 15, 2019 by void room
Recently I had lots of stuff that was carrying me away from working on Tea For God. Some of them are still there (half of our house is sick a bit, including me), but I still managed to do the most of the work I planned to do on Extension Modules (EXMs). Actually, I did a bit more than I planned. I want to add a few custom EXMs and then I will be releasing a new build.
That new build will introduce EXMs. Pulling distant energy balls closer, navigation aid, were things that were just there. You had that functionality in both of your hands. You could pull energy balls with either of your hands. But since the beginning, the plan was to make it possible at a cost. That cost is taken slots on your forearm. When the game is more complete, when you start it, you will only have a few certain EXMs. There won't be that much you could do, so you should not care about the number of free EXM slots. To be honest, all of them will be already taken.
But when you find new EXMs, you will have to make decisions, which EXMs to remove from your forearm and which to put into free slots. In the beginning, it will be easy. Most of the people will remove a directional navigation aid from one of the hands and that will free four slots.
You can use those slots to increase the damage you do, decrease the amount of energy each shot costs, increase the transfer rate between main equipment's energy storage and the weapon, decrease cooldown on health regeneration, increase health regeneration rate and so on.
But changing stats is just the beginning. As there are other things you can do. You can have the buttons to transfer energy between different storages (health backup, reactor, main equipment) or have an EXM that does it automatically for you (with all of these modules installed, all energy is stored in the reactor - this means that each shot you take, decreases your life length, but then, each energy ball you grab, increases it). This way, you can increase the chances of survival and make each run as long as possible.
But then, there will be also EXMs that will allow you to place traps, control AI, deflect incoming lasers, create shields, etc. Everyone should find something that will suit their playstyle.
The new build will have some of that, enough to taste the customisation. There will be also presets showing different setups.
After that I will be doing VR scaling, headshots and a few other ideas I have right now. Followed by weapon crafting (and the first different type of weapon, currently all weapons are the same - laser guns).