Let's talk combat and more!


Combat

It's been more than a week since my last post, but things have been moving slowly ahead. I've been coding and animating away at mostly full speed. Here's some things I've been improving and working on. Let's talk combat!

The combat of the game will be fairly simple, but hopefully I can create enough depth where there needs to be. I want the player to find and purchase equipment, and have unique personal flair, to each type of recruit. I want like an "A-team" of recruits, that each can be upgraded differently to one another, and I feel like four characters is enough variance to play with.

Concept Art:


In the concept I just did a re-colour, but in future I want the sprites to be noticeably different from one another, with access to unique weapons and play.

And here's a preview of where I'm at with the combat system:

I haven't programmed the reloading of weapons, but that will be a factor too, and is something you will be able to upgrade the speed of.

Another thing I want to talk about is the actual missions. I want to have some story element involved, but I don't want it to take away from the idle aspect, which means I might have two modes of playing the game, Story and Arcade.
Story will have you get missions and meet characters and defeat important bosses. Arcade will play a bit faster and skip cutscenes, and will also be a more purist idle clicker experience.
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It's still something I'm thinking a lot about and I will post more when I have more to show. I hope you are excited for the upcoming patch as much as I am. Have a nice Sunday.

- Your favourite action rodent, Calart

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