The work on the third and last area of chapter 1 began earlier this week. I've been a busy bee the last couple of days, creating new tiles and new decorations.
What is proving a challenge, although interesting one, is the way the new area is supposed to look. It's meant to have a lot of motion in it, contrasting heavily with the abandoned feel of the earlier areas. Kind of like walking inside a working clocktower fused with a factory. You'll see spinning gears, smoke, eventually some fire and electricity, and you'll be up against mostly machinoid enemies. Oh, and the place wouldn't be complete without the occasional conveyor belt.
I haven't yet added any enemies or new loot yet though. I want to focus on the level elements first, then work on the more interactive aspects. I do have the enemy selection pretty much planned out already though, so it's mostly just spriting work and behavior coding to do.
In addition to Gearworks, I've added a chance for weapons to have bonuses against enemy types, similar to the skill variants. This greatly increases possible weapon bonus combinations.
Bug fixes and minor performance tweaks have also been made, as per standard. I'm guessing there aren't much bugs around anymore, since all the testers tend to report mostly missing features, additions suggestions or minor tweaks. This is great, of course.
Check out the screenshots on the side, of Gearworks in its WIP state. Whether I can make those spinning gears render with the 'quality' setting on or not remains to be seen, until the new enemies fill up the place and I know exactly how busy things get. For now I'm going with 'speed', but I haven't had any issues with the quality setting yet, so looking good.
After this week the development work will probably slow down again, so don't expect another update too soon. ^^;
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