3rd February 2025
Second week down. Already we’ve been making tweaks to core systems, including initial concepts for a simple scythe-based combat system!
Along with this, James implemented a functional lobby system that supports multiple players and transitions from the lobby to the game.
It’s a basic move that everyone gets access to and when you hit another player, blasting them back and spraying out some souls. It’s something to incentivize people to interact while also increasing the learning curve with some skill and consequence and giving players things to do when there’s not a minigame going.
Another development on last week’s level design. This one has three levels of cover and is varied in options, but it’s a bit confusing and not as open, which is pretty needed with a lot of souls and players running round.
Here’s a third level design, this one’s looking more promising! Side rooms and stairs up the side seem to be the way to go, offering different movement options depending on the situation while having their own risks and rewards/ The rooms allow for shelter from overhead disasters, with the consquence of being in close proximity to other players. The bridges work as high ground against floor based disasters, but leaves everyone visible to everyone else and has a lower chance of soul spawning.
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