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Test 5 days later with improvements:
So something that's going to be taking a lot of my free time now is to do hyperbaric oxygen therapy, which may help me recover. The treatment needs to be done continuously every weekday for 4-5 weeks, for 2-hour sessions. Including the travel, this will pretty much take up all of my free time over the weekdays. I spoke with my boss and I can have a much more flexible schedule since we're work-from-home, but will most likely be working noon - 8 pm. Don't be too worried about my health though, since even if there's no further improvement from today, I can still live normally just with some inconveniences.
As mentioned in the previous devlog, I noticed that the weapon shop UI needed so way to compare the stats with your current weapons so you don't have to memorize if the weapon in the shop is better or not. So made the update and you can switch between which of your current weapons you want to compare with now, and the stats difference will appear next to the store weapon stats.
The last thing I added was a new room to try and mask the loading between floors. Took some inspiration from the Halo 2 section where you're in an elevator while the rest of the scene loads. So after you beat a floor, there's going to be a room with an elevator that will only stop after all the necessary loading is done for the next floor. I want the game to feel more seamless and having a generic loading splash screen I feel would take you away from the game but having everything continuous I feel should keep you more engaged.
I think that was a pretty decent amount of work to be done for September. Managed to get part of the core systems like the weapon drop and loading room completed, as well as some visual updates in the new weapon shop UI. Need to work towards getting the core loop implemented and tested.
The idea with this enemy is that it will chase you and move faster than you can. When you come into range it'll lock onto a position a bit farther back than your current position, wait a bit to give you some visual indication that it's doing an attack, then charge the point. It's not meant to be a hard enemy when alone, but when there's a lot of them and when dealing with ranged enemies they can get pretty difficult.
I also worked on creating the weapon shop UI. I personally think it looks pretty good, but in retrospect, I'm thinking that it should probably show some stats comparisons to the weapons you currently have. I also think from a quality of life perspective, you should be able to select which gun you want to replace after you buy the new gun. Additionally, there's nothing implemented right now for dropped weapons and I feel like you should still be able to pick your old gun up if you made a mistake with the purchase, so that's something that needs to get made.
Going to be honest here, but I feel like this month was OK but pretty light on my side project work. I got really into a game called Battle Brothers and I've been playing it sooo much haha. Might need to pull the trigger and hit it with the uninstall, but still on the fence about that. :P
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