Posted August 02, 2021 by Root
An issue with the previous player perks was how Health and Regeneration would always be the best perks, now matter how I balanced them. The others might be fun but none would help you survive or clear monsters like these two did. I also wanted to get rid of the two reserved keys only used only for picking perks.
This is just a start with a couple of options for boons and curses. I will expand it with more fun rare boons and curses to choose from.
Mass plays a much bigger role on damage in this new formula. A good rule of thumb is that the more you displace something, the more damage it takes.
Ok, first of all, why? I liked the idea of something taking damage when thrown into an obstacle at high speed. But it would make the game incredibly frustrating to take bits of damage every time you bruise an obstacle, let alone when you smash in one at high speed. Armor seems like a good compromise for this so little instances of damage are ignore but big ones not as much. It works of a 1 recharge time so it's also possible it apply many small instances by dragging something with your weapon. It also makes the game easier to play and makes it so much easier to navigate around Shellers. The clamp damage will also make it possible to "crush" something between obstacles to deal damage to it.
Eventually, I'll want the game to end at some point because, as the game goes on, there are always more objects to manage and I don't want the maximum reachable wave to depend on the system's performance. Playing with more player pushed the game to a high amount of objects much faster which would have forced me to "end" the game earlier than I wanted. I reduced this number greatly and added perks per level to put difficulty elsewhere and because they are much easier to avoid with the new choice system.
I pushed the drag up some more to make the game feel less slippery and increased move force to compensate again.
QoL change. It makes it possible to see how soon they are to jump at a glance.
This last change will make splits fly less ridiculously fast.
Extending the wall didn't give a lot of new area to play in because most of it was cluttered with obstacles. Pushing these obstacles out of the way gives a lot more space to play in the middle of the arena.
The previous formula didn't behave as expected. Object with a high drag value would not stop as fast as expected. With this new formula, 100% drag per second means the object will absolutely stop within the second. Comparing the values from this patch onwards to those of previous patch notes will not be an accurate comparison.
I couldn't get them to look decent. I'll find something else to break the monotony of the background in the future.