Game
ARANA
9 years ago

Bi-Weekly Devlog 11: Much ado about -REDACTED-


I don’t know which is worse:

The fact i’ve little to show this week, or the fact i’m teasing it so much…

A huge list of -REDACTED-

5d0b6cb754dcc.gif

Ketsu is -REDACTED-

5d0b6cb9ad44c.gif

One that note…

Hello world!

Welcome to another bi-weekly devlog! Today is mostly teasers. As well as discussing plans for the near future.

With that in mind:

This week I spent working on -REDACTED- and good lord! It was time consuming. I mean, just imagine working on something like -REDACTED- and once you’re done, not a whole lot has been done, but it makes a HUGE difference…
The whole “redacted” aside, what I’ve been working on this past few weeks i’ll be keeping under wraps for a while, same for a couple of other features to be implemented.

What’s next?

Good question! Real quick, a recap of the vague list for this update:

-Prototype a new mode,
-new additions to characters for this mode (will be usable in other modes)
-New challenges
-with these new content additions, new challenges will be added
-Make melee viable,
-Currently, melee is mostly pointless beyond Ketsu for getting started. To fix (hopefully) this, I will be reevaluating the stats of both enemies and melee characters, and rebalance them accordingly.
-Enemies,
-Make them ‘not’ stupid, (Fix their AI. It’s a monstrosity…)
-Arena 3
-add a few new enemies,
-add the boss,
-???
-A THING THAT WILL BE SEEN IN 1.0

Let me reorganize this to be “up to date.”

-Prototype a new mode,
-New challenges
—with these new content additions, new challenges will be added
-Make melee viable,
—Currently, melee is mostly pointless beyond Ketsu for getting started. To fix (hopefully) this, I will be reevaluating the stats of both enemies and melee characters, and rebalance them accordingly.
-Enemies,
—Make them ‘not’ stupid, (Fix their AI. It’s a monstrosity…)
-Arena 3
—add a few new enemies,
—add the boss,
-???
—A THING THAT WILL BE SEEN IN 1.0

… Yep. Two weeks and item on the list is done!! Normally how this goes is I work on a few key features, and then half a dozen small features are added within that time.
Either I haven’t reached the point where I’m finding a whole lot to do, or there isn’t much left TO do.
Next, i’ll be focusing on this snippet of the list:

-Make melee viable,
—Currently, melee is mostly pointless beyond Ketsu for getting started. To fix (hopefully) this, I will be reevaluating the stats of both enemies and melee characters, and rebalance them accordingly.
-Enemies,
—Make them ‘not’ stupid, (Fix their AI. It’s a monstrosity…)

Yep. As of yesterday, I have begun the outlining of the new AI for enemies. The basic issues that this should fix are as follows:
-It should make enemies more intelligent,
-It should make enemy types more unique in movement and attitude,
-It should make adding enemies and making more complex enemies much more viable,

Once I properly implement the new AI, I can also begin rebalancing of the enemies as well. This will be hopefully be some of the final balancing of the enemies.

That’s all this week!

Until the next Bi-Week where I will hopefully discuss details of the new AI, along with any potential progress.
Also, happy Thanksgiving! Hope you all enjoy your time as much as I will :D
See you all next Bi-Week!



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