Not a lot of visual progress has been made in the last week on my end, so I thought I’d share a bit about the night-time trap system.
So the game is split into two parts: day and night. The night-time is when the player can run freely around the map with no pressure, and place traps in anticipation for the following day. The idea is that the traps will work in conjuncture with each other, and act more like building blocks for larger player-build systems, than individual traps. EXAMPLE: Say there’s an enemy that can only be attacked from behind, the player could build a trip-wire that sets off a crossbow placed behind the enemy, pointed at his weak spot. This is a simple example, and I’m hoping that through a bit of careful trap design and probably A LOT of trial and error, the player should be able to build more complex systems for killing goblins, beyond simply whacking at them with a sword.
As of right now the player can place traps, and a couple of simple traps are done (with no artwork). I’ll share the specifics when the artwork is and there’s something entertaining to show.
My main concern with this system will be making it balanced, which will mean finding the over-powered dominant strategies and nerfing them. Something I’m sure will be thoroughly frustrating, later down the line.
Thanks for reading. Until the art has been made and put in place, my devlogs might be a bit less interesting than Alex’s in terms of the visuals, but I’ll keep you updated with the various systems I’m working on.