Didn't get much coding done this week. However, I did make some significant progress on the game done in other areas. Specifically, I have revamped the damage system. Weapon morphs now come in three types: Physical, Acidic, and Degenerative. Carapace morphs also now come in three types: Armored, Healing, and Purity. Armored Carapace morphs only block physical weapons, Healing Carapace morphs only block Acidic weapons, and Purity Carapace morphs only block Degenerative weapons. (The names are not final, of course. I will take suggestions for changes.)
Units production has also been somewhat altered. Basic Warships with no morphs may be produced by any Warship equipped with a Genesis morph, as before. However, there is now another way to produce units: The Replication morph. A unit with a Replication morph can "clone" itself, creating another Warship with all the morphs it has (except the Replication morph). You have to pay the Biomatter cost of all the morphs on the cloned ship, but there is a 10% discount. My thinking is to introduce a form of "classes" into the game, while still allowing free-form unit design. I feel that this will make the game more interesting. For example, suppose a player is reliant on a single Warship with a Replication morph for all his unit production. If that player's opponents are able to figure this out, they can find a strategy that counters this one unit, and by extension the first player's whole fleet, resulting in much lulz and gg.
Now for a total change of topic. If anyone is actually reading this, I'm sure you're wondering how game development is going, so I'll tell you. Currently, I have the GUI and order system coded. You can't morph ships yet and I haven't even downloaded a multiplayer library, and ships currently look like squares because I haven't gotten around to rendering the models. Still, it's going pretty well.
Sunday, December 6, 2009
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