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Okay, let's get up to day with our official devlog. I'm gonna show you a few screenshots and ideas about the rooms in our game.

So Immortal Redneck has different types of rooms and they are all made by us, so yes: proceduraly generated layouts, but individually designed rooms so they all have some specific stuff in them.

And what rooms do we have? In first place, ordinary room, those in which you'll shoot your enemies down and try to survive while you get scrolls, ammo and life, if you are really lucky. These are the most abundant and diverse kind of rooms, as they will hold like 85% or 90% of the map.

Next: skill rooms. They name almost says it all: rooms that challenge you to do some specific stuff. Really hard to achieve, but with really good random prize: a new gun, a great new ability, a lot of ammo or health... We don't know yet the exact range of gifts, but you get the idea: you'll have a room where you have to avoid any damage to win the prize; another one with a time trial; a room in which you'll have to survive for a certain time before the chest unlocks; or even one that challenge you to open the chest without damaging any enemy.

Unfortunately, I don't have a in-game screen for this kind of room, they need more work and we're a little shy about unfinished work.

There's also special skill rooms to challenge your aim, the Bullseye Rooms, that we preferred to separate from the rest. In them, you either have to shoot some literal bulls-eyes without failing a single shot or you have to hit a target that is very conveniently hidden. You won't win in this last scenario unless you have some special guns with modified trajectories, but hey, they are optional.

Another one: gift rooms. There won't be a lot of them, but you'll feel blessed each time you find one. Right now, blue is the color that identifies this rooms, but we don't know if we'll change that eventually. We want to play a lot with colors inside the pyramid and limiting one to one type of room may be a bad idea.

More rooms: the floor connections. These rooms are just normal ones, but they'll connect each floor of the pyramid and will end up each 'level'. We're not sure about using platforms in here, so we might end up using some stairs or something like that.

Last but not least: the boss rooms. Each pyramid will have a mid-boss encounter and a final boss fight. Really, really hard challenges that will probably make you angry, but hey, nobody said this game was easy. We are holding our bosses screens a little bit, sorry.

And that was all for today. We aim to create a lot of diverse situations by making a lot of room designs. Can't say a number because we have to finish other stuff before, but we want the players to feel that each one of them has something special.