Game
ARANA
9 years ago

Info-dump. (bi-weekly devlog 6)


Hello world! I’m back from vacation! I did keep myself busy during that time, don’t worry. Not on ARANA. But another project I intend on dabling in after this update (a few of you may know what it is.) So with that in mind, what have done recent/the two weeks prior to vacation??? Good question.
First off, I’ve been adding new enemies. These have been the most recent additions. Needless to say, arena 3 is going to be tough… Speaking of which!
Arena 3 has gotten a pretty heafty overhaul. It’s going to be the first arena to have stage hazzards, which add a new status effect:

5d0b9dcaa1fd1.gif

There is also another gimmick that I’ll keep to myself for now (que evil laugh.)
I’ve also been planning the new feature hinted at in the current version (DeathRow main menu.) Unfortunately, I’ve been trying to figure out how I want to handle it…
Speaking of DeathRow, I’m also trying to add more visual details there, last bi-week showed off some of that.
There has also been a metric-ton of small tweaks over the bi-week (plus a few days…) all of which are to be listed in the change log. But needless to say, Vendors secondary now works as intended.
Now: this update will also feature a rather large change in how enemies are balanced. I intend to give most (if not) every enemy in the game more hp and strength, in favor of smaller numbers. This means you won’t get whordes of enemies by an arena boss, and more fair as a result. It also means that you need to be more careful due to enemies having more strength and take more to die. I am going to be avoiding “bullet spoonge,” I can get away with more given the very out there themes (robots and skeletons…) but I also want to keep a consistant pace. Hense why arena 3 will have significantly less enemies at once, but MUCH more deadly enemies.

Phew. That said, I’ve got more work to do. So until next bi-week!



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