v8.0 Update


This update brings the much needed game loop.

I was debating on whether to do a release or not, but decided to just do it since it gives me an excuse to backup my work.


In this version the player will start at a small staging area and after equipping weapons can head off into the 'action area'.  The action area consist of two floors, floor one has two variations, one will be selected at random when the player exits the 'prep area'.  Floor 2 has only one variation with a lot of enemies.  At the end of this corridor of enemies there is an area collider that will bring the player back to the prep area.

I decided to change the way I deliver version update information in game, so I placed my mascot/online persona as an NPC that will greet the player upon first entry.  I wrote the text script as I went along and made/fixed things.  I thought it would be funny, not sure if I hit the mark.   The info section in the starting screen only has a memo now, I'll remove it and put some other options there later.

There is finally a (basic) game loop implemented, a fair bit of polish still needs to be done, but it works for intended purposes.  The game I plan to work on after this will have boss fights at the end of each level, but I don't plan on adding any boss character to this prototype, as I have already done pattern based AI before.  The game loop will look somewhat similar to a game called UnderMine (highly recommended!), when finished.  At the end of each run the player will loose every non-stackable item in their inventory (currently everything is kept), and will carry over two weapons that the player will chose as keepers.  I will likely implement other kinds of losses like stack items (ammo) and money, but that is something that will be finalized when I get into game balance.


I also redid the script that was used by the two 'monsters'.  The die over and over again bug was really bad when I clustered a lot of enemies together.  Only issue I noticed with the new script is once in a blue moon the mech enemy would stall in place, not a big deal as it can still be shot and killed, so I'll consider this bug a feature.

Files

PMW_Win_v8.zip 452 MB
Dec 19, 2021
PMW_Lin_v8.zip 453 MB
Dec 19, 2021

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