Thinking about the fighting in general, I’m pretty sure I’ll take that “1hp” system. It’d make a whole load of things better. And the game would be more fun in general, and less of a grind early on.
I had a day-night cycle on the original version. Haven’t bothered to add it yet, but I will do. It’s not a major priority yet, as I wanted to get all the basics of gameplay sorted first. But I’ve almost got the groundwork done now, anyway. The next thing I’ll work on is re-writing enemy AI and completely changing the combat system. I’m also probably going to remove the kind of RPG-style pickaxe / axe system (copper -> iron -> steel etc). Instead of these being “better versions” of each other, I will either make one pickaxe and one axe, or make each item have a durability. It’s hard to decide.
I also need to make each planet sustainable, as somebody pointed out. Currently, you could technically run out of resources quite easily. I wanted this to a certain extent, but I think I only want it to be an issue with food running out, not other resources too. So I’ll make trees re-grow or at least re-plantable, I think. Alternatively, when the big enemies come and invade the planet, they would be lootable for other resources.
Cooking food is already kinda programmed. I added variables to deal with it, but I haven’t added the actual cooking method yet.
Finally, I need to add more planet types at some point. At the moment the only variation when landing on a new planet from space is its size and population density. I want to make barren deserts and ice-worlds, each with unique creatures and resources. This would really make the game good (I hope).
Hopefully, with your help and feedback, I can bring some pretty big (and very positive) changes to future builds of PlanIt.
Please comment if you have any more suggestions.
Thanks,
Jun
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