Samurado Updates for May 2024
Added 2024-06-01 20:52:58 +0000 UTCHey all!
So as always, there were some bug fixes
There's a new enemy (he charges at you and blows up whenever he hits anything. This can damage both YOU and enemies. But it does REALLY high damage so watch out)
Chests are now damageable:
This solves two problems:
1 - there is an edge case I'e been trying to solve where you can sometimes get stuck if a chest spawns in the wrong place, completely blocking your proress. I thought about allowing player's to dash through the chest, but this added complications and it didn't feel right.
2 - it can be easy to run out of keys. So I turned this into a risk-reward system. If you HAVE NOT opened a chest already, you can forego the treasures inside by breaking the chest. There is a CHANCE you will get a key (the chance depends on the chest rarity level.)...but you might miss out on something cool in the process.
I added some more juice to the ninja star throw since it felt weak and lame
now for the BIG update...though I can't call it complete yet:
The 'RACE' portion of the game, which was always meant to be the game hook, has been super lame, and super boring. The idea has always been that in order to progress to the next floor, you have to win a race. The race isn't mandatory each run, if you just need to collect resources or whatever you can do that, but when you're ready you have to do the race to progress. So the race needs to be FUN. But it isn't right now...SO! here's what I'm doing to fix it:
First, I need the ghost to move more like a real player. Fast, frantic, to really make it FEEL like a proper race. But in order for that to be fair (since you, the player, get stuck in every room having to fight enemies, it seemed only fair to make the ghost do that too! So he now has to stop in each 'enemy room' to complete a fight before he continues. This is what you're seeing in the video. It's super rough, and I'm skipping the polish until I'm happy with the core functionality, but he at least stops in each room now! Here's what's coming next:
His movement will be greatly improved, speed, maybe dashing, with more natural movement and less sharp turns.
You need a way to slow him down and clutch a win. So there will need to be some temporary items in order to help you deal with that.
You possibly need a way to speed up through temporary upgrades as well.
I may add a minimap, the levels sometimes feel like a maze which doesn't work well for a 'race' setting. I'll experiment with this and see if it works. But currently, player's going off the beaten path to go for a treasure room would be discouraged in a race, so either the race levels need to be more straightforward, or some sort of teleporters (ala enter the gungeon) could help out with that.
There will be lots of experimentation to get this feeling great. But it's been a sore spot of mine since the very start of this project and I can't wait to tackle this issue!
As always, I'm open to ideas and suggestions.
Thank you all so much for your support!
Talk soon!
Brandon