Posted July 14, 2024 by amdenne
Small update with some bug fixes and extras:
Enemies come in an armored variant now. What armor does is give pierce and normal resistances, while creating a vulnerability for 'fire' damage types. The imp type is naturally resistant to fire.
The armored imp is especially tough, because the armor variant only reduces his fire damage to a normal amount.
Health and damage has been adjusted to account for resistances and vulnerabilities, and they're not quite tuned perfectly, in fact, its probably too hard atm.
A look into the future:
Since I've added the vulnerable/resistant feature my plan is to add more abilities, damage types, and enemy types that could be more resistant/vulnerable to others, and adding upgrades that could synergize with these types.
A problem I'm already experiencing is that a lot of this information isn't available in game. Damage numbers, resistances, vulnerabilities, and ability information are some of the information that I need to surface to the player. I'm hoping the previously mentioned tooltip system will alleviate all of my concerns here.
More balancing and scaling is something I'm also looking into. I'm relatively new to this kind of data and trying to scale.
For example, the experience per level and experience reward per kill is something that I'll be looking into. Also demon HP vs damage being dealt by the player.
Oh— also, the next update might be a bit further down the line than the previous two. I am going to be jamming in the pirate jam this Wednesday with some friends, so it might a few weeks before I return to this project again.
Thanks for reading!