NokiMo
Shot One Fighters!
Shot One Fighters!

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Dev Update: Roguelike Work Mega Update! Let's Cook!

Hey folks, know it's been quiet but the team has been cranking on content for the single player prototype atm. This update will focus on single player while next week will have some updates on multiplayer production. August was a bit content sparse as it was programmer heavy, with them working on systems required for our rogue focused single player mode. Our focus is to have a playable build that you all will be able to start testing and giving feedback on this fall.

As of now we have set up a working world map for our Zone 1 area in engine, which will feature both standard and elite encounters with branching pathways, mystery rooms, shops and more surprises. The systems are all built programmatically and now the artists/writers are stepping in to start cooking on integrated content. Winning encounters will get you permanent upgrades like a proper rogue mode, as we've teased in the call for brainstorming in the Discord channel.

A unique character selection screen for SP now allows you to select Volley (Our first playable for this mode) and display their unique passive items and abilities. This is obviously still lacking a UI/artpass but you all get to see how an early version of this screen looks before artists start chipping away at it.

This is a mockup version I did for reference in photoshop that you can compare to the first engine integration above. Once we do an art pass this will look awesome.

JUGGERNAUT! We are currently prototyping our first proper miniboss encounter and building AI profile for the Juggernaut, who is up and running in his entirety in engine. He's still pending some VFX work, but this showcases just some of the nasty things he'll be capable of doing to put some major pressure on Volley and co.

His entire gameplay loop will be just being an absolute tanky UNIT, and once you get him under 50% HP he'll enter into a rage state where he does even more damage. This will be a tricky one to deal with, and players will not just be able to rush in. With unique rulesets for these encounters this will make things quite interesting. The above gif is still an early implementation in a temp arena, but once we get VFX and such integrated this guy is going to look dope.

Fun fact: This miniboss started his life as a scribble on a napkin done at a coffee shop at 2am, look how far he's come. Our chunky boss boy lives!

Remember the gruntbot boys? Animation work is well underway to get these guys up and running as the basic mobs in game. You'll be dealing with variants of these punks including grunts, shamblers, teslabots and also.....

CHIP, aka Drill Commander who is going to be one of two possible elite (Miniboss) encounters atm. Anim and art wise we're full speed this month on integration atm now that the foundation is set up.

Remember the fridge boys? Well they are modeled and being set up for animation as well. Mobs like this will address a common complaint that a lot of people have had with fighting game single player modes- A lack of interesting encounters.

Mobs like the fridge bots will introduce unique rulesets that will require you to think and not mindlessly run into enemies. Some ideas we're throwing around:

-Fridge mobs can't be staggered by hits and can tank even the hardest blows

-Shield mob (Blue) requires their shield to be broken before you can do any damage

-Omega beam fridge (Green) has a laser cannon that can massively damage you (Even on block)

-Barrage fridge (Red) will attack you from afar with missile salvos 

The ideas are inspired by games like metal slug and beat em ups, which give enemies limited but unique rulesets that players can over time adapt to.

The writing team is also hard at work on what we call mystery room encounters. These can have both positive, negative or straight up confusing outcomes for the player. Do you fall down a cliff or meet a strange friend who might offer a unique item? These encounters will add a lot of spice to each run you do as they are randomized.

As a final note for the single player update this month, an old friend will return- Quanta. As you are now stuck in a paradox dimension, Quanta will serve as your guide through this warped journey you will be undertaking. However will players trust her intentions in this new form? It's up to you.


Thank you all for your patience and next week we'll have another multiplayer focused update! We've been busy. :3 Cheers!

Dev Update: Roguelike Work Mega Update! Let's Cook! Dev Update: Roguelike Work Mega Update! Let's Cook!

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Aaaaaa all these GOODIES

Duster


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