GhoulsMiner devlog#4 - change of pace
I’m back~ spiralhalo here
In this post, I’ll talk about the recent progress we made to the game. Finally, a chance to make this devlog devlog-like~
Last week, blue explained how the game works, including the headbutting, rotation, ghoulsbusting and stuff. He also mentioned how the game will use energy to determine the length of a mining session. We made a bit changes to this system to juice the game up a bit…
Previously, energy might be gained through following means:
- Collecting an [Energy] item that spawns on a certain frequency
- Busting ‘em ghoulies
With such mechanics, if the player is about to run out of energy, he would need to collect some items or bust some ghouls. Simple enough.
The idea of ‘absorbing’ energy from ghouls by beating them sounds great. However, collecting energy items feels kind of obtrusive to the main gameplay (mining and ghouls-busting). It’s also a kind of repetitive and chore-like if the item is too far.
heated small discussion, we decided to incorporate energy-restoring into the core mechanics, so it becomes:
- Particles of energy would appear when a block that contains gem is destroyed and when a ghoul is beaten
- Player get more energy when they bust more ghouls in one ‘chance’
(Energy particles in action! Gotta catch ‘em all #screenshotsaturday)
Much better. Now the energy system becomes a much subtler yet more essential part of the game.
In addition to the change, we also added a combo system:
(Tentative design of the combo HUD)
The letters ‘combo!’ would be colored one by one when the player collects gem of the same color, then the multiplier would increase.
Or so I thought! It’s the design I had in mind when making the HUD. But blue said the multiplier would go up every time same-colored gem is collected. It makes much more sense so we’ll leave it at that =D
The multiplier would affect both score and the number of energy generated each time by the way. Blue said he would also incorporate ghouls-busting into the combo, meaning for every ghouls beaten would increase the combo/multiplier in a way.
We have yet to know how it’d turn out, though. It’s still in the progress of making and balancing~
That’s all about the newest stuff! While we are at it, I’d like to show off the w.i.p. design for the in-game screen~
(Don’t let the title bar deceive you. It’s just a mock!)