Posted June 23, 2019 by McLean
I had a pretty busy and eventful week, so I didn't end up working on CCD a huge amount. Also, a lot of the work I did was in rewriting how the taking-turns system works to allow for more varied and interesting enemy behaviours later -- but none of that work is actually visible in this week's update. So, I think that means I'm not allowed to talk about it.
I think it also means I should be more careful in deciding what to work on, and prioritising seeing a single feature all the way through to the point where it meaningfully impacts the player's experience, rather than doing groundwork for three different things and not finishing any of them.
Here's what actually is in this update:
That's really it! I have some time off work coming up this week, and I plan to make some big, controversial gameplay changes for next week's update. As I said in the postmortem, CCD is still intended to be a roguelike at its heart, and that means some sense of exploration and discovery; to me that means more than one enemy encounter. Currently CCD is basically solved, and once you know the strategy it's just up to where the briefcases and cops happen to spawn. That's gotta change!
As always, let me know what you reckon, via in a comment here, or on twitter or any other usual channel. Disagree with a change? Have a cool idea? Have an old gripe that I haven't addressed? Wanna be able to play as the cops? Reckon it'd be better as a realtime brawler? Lemme know.