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Inventory and Room Control: Live, Die, Escape Devlog

Live, Die, Escape (DEMO)
A browser game made in HTML5

What a busy week it has been. Unfortunately, I haven't had a ton of time to work on Live Die Escape this week. It is still not quite at the level designing stage, and I don't think it will be for a couple more weeks. My hope is that these next few weeks I can continue to implement a few more key features, and progress past the point that I ended the prototype at. That being said, I'm very happy with the progress I made this week in implementing the Inventory and Control Points.

Inventory

As mentioned in the previous devlog, I decided to give the player a 4 slot inventory, matching up with the player character's 4 arms. Not only do I like how this is directly correlated to the player design, but I also think it is a good balance between giving the player room to store multiple items, while still creating a necessity for strategizing which items to carry and at what point in the level. The design is relatively simple. The player can pick up items by walking over them, and drop them or use them with right or left clicks, respectively. Creating the inventory also involved creating the base capabilities of the items. I have only implemented 2 items at the moment, a key and a control chip, just like in the prototype.

The control chip is used to reboot the laser turrets in the corresponding room. These can only be used at designated "Control Points."

Control Points

The idea of the Control Point is simple. It is a stationary object in the world, which the player can interact with to control the state of the laser turrets. This shouldn't give the player too much of an advantage, and I believe it is balanced relatively well. The player can use control chips to reboot the turrets in a room, disabling them for 10 seconds.

Moving Forward

I am finally getting close to a point that I will be happy to release a short demo of this game on my page! It will be very similar to the prototype, but will hopefully seem more polished, and will have some real goals for playtesting. I expect this to be possible in the next 2-3 weeks, assuming my schedule allows ample time to implement the features that I would like. These features will most likely include: more stat related features (stat modifiers), a guard enemy (as seen in the prototype), rotating turrets, the disruptor item (as seen in the prototype), a shield item, and a short level design. I would love to include even more if possible, so stay tuned!

Thank you for reading this week's devlog. I realize that these aren't interesting, and nobody really reads these anyways, but I enjoy posting them to keep track of my progress and keep my motivation up. If even one person reads this and found it even remotely engaging, then I'm happy I could be of service. I'm looking forward to next week's post!


Calvin

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