Posted July 02, 2024 by Ian
#loadout #weapons #abilities #ships
Big stuff today. I finally got the Loadout functionality in a place where I can release it, even in its infancy. So sick.
The main menu's Play button now leads to the Loadout screen. This is where the player can pick their ship, their ability, and their weapon. The UI here is ... fine. It's something I will absolutely need to revisit, especially after I add more options for the three categories, but for now it's totally workable. It is not good and will be redone alongside the other assets, but it gets the point across.
There are three ships to choose from (the selection grid on the bottom just loops them):
I don't think these are balanced particularly well. I think the Tank in particular struggles because its movespeed is too low to reliably collect pickups. Mosquito seems powerful but is really frail, so I guess that's promising.
Moving forward, additional ships will start the game with special abilities or other build incentives. Simple stat swaps are not interesting or particularly scalable -- the Tank and Mosquito are just baseline additions to get the system off the ground. I will likely give Mosquito and Tank baseline buffs, like starting out with lifesteal or regen, for example.
The next ship I implement will be the Engineer. The Engineer will start with one of each drone, and will acquire drones twice as fast, and the drones will be stronger -- but the ship will not have a weapon.
My goal is to add 20 playable ships.
There are four abilities to choose from at this time. You pick one at the start of your run.
Similar to the player ships, I am really not sure on balancing here. I think Shield has potential to be completely out of bounds, but its cooldown is pretty high and this is a game with a TON of damage sources on the screen at any given time. Burst and Turbo seem cool enough and have obvious build synergies with certain upgrades (e.g. lifesteal gets better as your rate of fire increases).
Some future ability ideas:
At this time there is only one weapon to choose. The other three are not implemented and their buttons are disabled. I'll tell you about them, though.
Some other ones coming down the pipe:
For at least the next little while, my attention will be on adding more weapons, more abilities, and more ships. I think this system is fertile ground for adding a ton of replay value and fun, so I'll be focusing on that for a good chunk of time.
When I get significantly more options into the Loadout screen, I'll move over to some upgrade-focused backlog items that I've had kicking around for a while. Econ upgrades, like higher interest rate/cap, or boosting your shop's rarities.
I would love to add status effects, too. Poison for damage over time, electricity to make enemies stop firing, ice to slow and even freeze them.
Adding these upgrades should go hand-in-hand with additional ships that lean into them, too, and so the cycle will continue.
I will add a boss battle at waves 10 and 20. These rounds will not have timers -- you will need to defeat the boss.
Please someone give me a job.