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Day 2

Today, I made some progress on the level up system. After you collect 10 experience orbs (this will need to be changed, of course. The exp threshold should increase with your level), the game will pause and bring you to a level up screen that let's you choose some stats to upgrade (currently: Max HP, Pierce on gun, and Damage on gun). I've also added the three upgradable stats to the UI for easier debugging.

Beyond that, I also started working on some passive weapons. The ones I want to add are the sword, axe, bible (projectiles that orbit player), and homing projectiles. I have the sword working fine. The sword appears after a cooldown (default 2 seconds) and then makes two swipes to the left and right of the player before disappearing again.

The passive weapons can be equipped or unequipped by toggling a variable in the player object. Each weapon (including the gun, which is enabled by default) has different stats that can be upgraded.

  • The gun has damage and pierce
  • The sword has damage and appearance cooldown
  • The axe and homing will likely have damage, appearance cooldown, and # of projectiles
    • Homing might have pierce?
  • The bible will likely have damage and two cooldowns (appearance and disappearance)

These will need to be integrated into the level up system as well. Currently, the level up system always offers the same upgrades for max health and gun stats. I want to change it to offer random upgrades each time. Upgrades should be offered from a pool of the following:

  • Level up can offer to equip weapons the player doesn't have yet OR
  • Level up can offer upgrades for weapons the player already has equipped