So, this past week has been INSANE irl, but I still have some good progress to post!
This week I worked on adding some new weaponry and adding in some rudimentary random level generation (It needs some work, haha)
Weapons So Far:
Tacks

These sharp tacks can be placed onto the ground to slow down and slightly injure non-flying enemies. Players cannot be hurt by their own tacks, but will walk more slowly over them, so watch where you place them!
They only last until they’ve hit 3 enemies, or one enemy 3 times, each hit slowing the enemy for 2 seconds and dealing 1 damage. (Enemies have 20 hp on average)
D4-Croft:

A powerful pistol that hits fairly hard but is a little bulky. It’s weight causes a fair amount of recoil making it difficult to aim quickly.
It has considerable range but a small 6 bullet magazine makes it better off modified with a silencer and used for sniping weaker unaware enemies with sneak attacks.
D7-Klib:

This pistol is lightweight and very easy to aim. It has a slow firing mechanism and considerable recoil due to manufacturing defecits.
These defecits cause the slow fire rate, and low individual damage of each shot.
A large 12 bullet magazine still makes this accurate but slow pistol a great survival tool when mowing through hordes of flesh and bone.
EX-Klib:

The D7 model’s manufacturing errors have all been fixed in this model, allowing much faster firing rate while keeping the considerable accuracy.
Although the individual shots still deal low damage, the gun operates on a semi automatic hair trigger, allowing it’s wielder to fire as fast as their finger allows.
It also comes with an enhanced magazine size of 24 rounds!
HE-Fennec:

This shotgun is an oldy but a goody. Originally used for hunting birds and small game, it makes a fairly efficient, if innaccurate, monster killer.
It can hold 2 shells at a time, but luckily it reloads fairly quickly, compensating for it’s low accuracy and slightly low damage compared to other shotguns.
CH-Grand:

A long-range rifle used nearly 60 years ago, this antique still packs a huge punch. Used for it’s durability and accuracy, this rifle holds one bullet at a time, but with a skilled marksman that’s all you’d really need.
Although it generates a lot of noise, it should still be safe to use insta-gibbing lone monsters from afar, as equipping this weapon has the added benefit of increasing your view range while aiming.
There is also a basic Melee knife that doesn’t have a very good sprite. It’s a placeholder for now, once fully implemented it will attack in a 3 swing combo and will be one of the few weapons considered “Light” enough to use directly after a dodge roll (Other “heavier” weapons have a recovery period before they can be used after a dodge roll, since a dodge roll is incredibly disorienting)
Randomly generated levels are also being worked on (I actually started on them about 2 hours ago in fact)
My goal is to have a main city that is hand built by me, which will be broken up into sections that will be accessible via an “overworld” style map.
The map will be a large grid where each square represents one of these premade city areas. Each grid will house a different premade area for every playthrough, as what rooms/houses it leads to will be randomized on file creation.
The first Procgens look like this:

But of course, I’m going to mess all that shit up hardcore as I tweak it, expect some crazy complex rooms in the coming weeks. I’m expecting my code to generate random room sizes, and then furnish them, and place puzzles/traps by looking at what is already spawned around it (So you don’t get 6 puzzles in a row and no fights, or 6 fights and no loot rooms, etc)










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