Hey there!
This week the focus was on balancing the game’s character statistics and adding locked Trap Doors.
Currently, in the game, there were two-player statistics that were unused, these being agility and accuracy. Throughout the development of the game, no mechanics ever got tied to them or mechanics that once did have been scrapped. Therefore it’s time to convert these over to new mechanics. The first is a vision stat, this determines what each character’s vision would be. Meaning a low vision score means they can’t see the world very well. This can also be tied into the headgear, with some helmets blocking vision. The replacement for the other statistic, I’m still working out…
As for the trapped doors, the lock mechanic is quickly becoming a great tool to add some much-needed pacing. With the addition of lock trap doors, I have yet another new tool when designing a level. With it being a tool, it will only come into its own, once more levels get built.
But yeah, that’s it for this week!
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