Posted August 02, 2023 by BeeFly
Update 0.2.3 changelogs:
General changes:
The UI changes below lead to me being able to optimise the game's performance leading to huge fps gains.,
Powers:
Kinetic Spookage is the second power in line to receive some feel magic and thanks to the refarctored code, some balancing as well. The intent is still that Kinietic Spookage is the most powerful power in the player's arsenal but I didn't want to overdo it while Rupture Pipes got a buff in this patch and Spooky Surprise will get a buff at the same time it gets the feel magic. The simpliest change was to change the area in which it affects humans, which is conviniently a nice counterbalance measure for the 1.25s delay it received in this patch. There still will be cases when the small delay allows a human to escape it but it's gonna be rare and the player will most likely not even notice, as currently the 20 meter covers almost the entire play area. This will change in the future of course with level extension but currently, enjoy scaring the entire map with a single click of a button.
With the code refactoring, new balancing opportunities have opened up. The original intent was that there was a clear hierarchy between the powers, with Rupture Pipes being the weakest power tied to Spooky Surprise when you miss the large terror bonus of appearing inside a human. With my plans for the future of the game, the clear hierarchy is not needed anymore and I want all of the powers to be on a similar power level.
UI:
This change allowed me to make the ui less cluttered when the player needs to focus on the game itself and bring up extra information when needed. This also gave me space on the screen to fit more information about the humans, like their current fears (which will be later used for another system) or their current roles (once again, future feature).
Humans:
Other changes:
In theory this shouldn't affect gameplay at all, but it already helped me to make balance changes for the powers because before that, the powers' cooldowns and ranges were hard coded.