Moving On, Finalization (Prototype Ending)
It's been a busy week, so apologies for the late devlog. This past week I focused on tweaking and adding some more simple features to build out the prototype of the game. Towards the end of the week, I realized that I have been spending too much time adding these features. While the process has been great for testing my ideas, my time may be better spent going towards the actual game, and moving on from the prototype. The systems in place which I have been using so far are quickly getting out of hand, as making changes or additions is leading to countless bugs which take far too long to resolve.
That being said, I've decided to spend this next week building out the core architecture and systems of the actual game, and beginning to build an actual version with finalized features and levels. This will of course be a long process, and this is only the beginning, but I'm excited to get started! Hopefully I have some more interesting content to detail in the next devlog, which will hopefully be live on Friday.
Changes
Laser turrets now instantly kill.
Respawning now resets the room you are currently in.
Guard now deals 1 damage when sending you back to original room.
Changed level around a bit.
Added disruptor. The disruptor will distract the guard, which will target it rather than the player. The disruptor can also be used to stop rotating laser turrets. When a rotating laser hits the disruptor it will stop rotating. However, only one thing can be hindered by a single disruptor.
Conclusion
My final year of college is starting, and so I will be very busy with schoolwork. I'm hoping continue development on the game, however it will undoubtedly slow down. But I won't stop the updates!
Thanks for reading, and as always, feedback is always welcome. Please feel free to play the in browser prototype on the game page and leave any feedback or ideas in the comments! See you next week.
Calvin
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