LUCTUS? | DEVLOG #3
Updateee. Weeee.
So, this past month I've been able to do a lot.
I've created both the Help UI that prompts you about button presses, and the Dialogue UIs.
With UI animation and sounds, the dialogue felt a bit better.
OHH, I forgot to add, that I changed the player healthbar and ammo counter so that it no longer follows the player.
I felt that when I tried playtesting them, it felt blocking my view, especially when there are enemies close to me
With those two done, I've been able to fully finalize the dialogue of the game. And that's where I can finally start going and revamping the whole thing that just doesn't felt right in the original prototype.
Like I've said before the dialogue just doesn't sit quite right, and this is the work that I've been able to show you guys of the whole rework that I've been telling you. My new goal with the dialogue is to have the whole dialogue to reinforce the gameplay and reinforce what is happening in the world a bit more. So the first thing I could change is the tutorial, after seeing some gameplay and with some of my friends playing them, I felt that the tutorial still could use some work. So I changed the tutorial section to be an actual fight instead of just doing a certain action everytime and 'RAMIREZ, DO THIS! DO THAT'.
This time the narrator just gives you something, and something to fight.
So with that I need to create two different pillar to support that:
1. A better arena system that can use the same place to spawn different enemies
2. More enemies that are specifically design to teach the player about something.
So, I created them.
One thing that I learned is that hitscan weapons when held by the enemy is frustrating to fight against. You can't know when you're about to be hit, and when you're hit, you just got hit. I could just lower the accuracy, but then, it suddenly felt like a RNG game. There's no fun decision making that is happening. Maybe it could work, especially when I wanted to make an enemy that's purpose is to just suppress the player in a certain position, but I guess, that's for another time.
So I've changed most design of my enemies from the previous prototype (the long range one) to use a projectile attack.
And the final thing is my decision to make the main-menu a playable menu, where you can walk around and move around, and interact with a bunch of things.
So yeah, I hope that by next month, it will truly reach the point of the prototype.
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LUCTUS
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Status | Prototype |
Author | IIopn |
Genre | Action |
Tags | 3D, Fast-Paced, Female Protagonist, Futuristic, Singleplayer, Top down shooter |
Languages | English |
More posts
- LUCTUS is now on HiatusMar 22, 2021
- It's coming together | LUCTUS | DEVLOG#2Apr 15, 2020
- Progress on the game | DevLog #1Mar 19, 2020
- LUCTUS prototype update #1Mar 05, 2020
- DEVLOG where it's normal dev to gamer interactionMar 04, 2020
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