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Yeah, initially the idea was for most floors of the tower to be procedurally generated maps.
Cyangmou and myself had a lot of discussions over this point, but ultimately we decided that "human" level design has an added quality to it that procedural generation just can't match.
I feel like I should stress that I'm talking about level design here, not the actual look of the rooms. So things like enemy placement, secret rooms that are a bit more elaborate than a simple hidden switch, being able to playtest a level over and over until every spawn, every ammo crate, every health pack is strategically placed to optimize the game experience; that kind of stuff...
I mean a lot of people heap praise on games like Castlevania, Metroid, Megaman, etc. for their brilliant level design, and that's obviously not something you achieve by procedurally generating semi-random rooms and placing semi-randomized traps and loot based on a finite set of rules you feed your generation algorithm...
So in the end we made our choice :) It sure is a lot of work, but I'm hoping it will pay off in terms of the quality of the experience ^_^
it's the classic dual wielding, so left mouse (or trigger if you play with a gamepad) -> primary weapon and right mouse -> secondary weapon. You are free to use either one or both at the same time (gotta think of the ammo though!).
And yeah of course this will need some careful balancing ^_^
Thanks for commenting!
It's all in the details ;)
I'm glad you like the style, we are trying to do something a bit outside of the typical fantasy mold (though I love fantasy as well!).
And yeah, it runs at 60fps on my 2010 macbook, I think that's a pretty decent minimum specs :)
Cheers and thanks for posting!
Thanks! Yeah I think the art-deco elements give it a similar vibe :)
Haha nice catch! Definitely fixing that for the next build :)
Thanks, and Raf is just getting started ^_^
Oh hehe sorry I guess I wasn't very clear, those are "in-game resolution" but they are "cut-off" so the gif doesn't take up too much space ... The character doesn't actually take up 1/6th of the screen, that would be pretty unplayable ^_^
Maybe we'll take it away from the Diplomat and give it to the Don :)
Oh yeah definitely! The last thing we want is the dash to be used as a "bunny hop", it's just easier to test this way ^_^'
Oh and glad you mentioned the emergent gameplay, you're the first one to do so, and it's one of my favorite features too :)
Glad you like it :)
Thanks! Hope you'll like next week's update!
Agreed, I especially like it when you can see the concept and result side by side!
Not as glad as we are ^_^
Thanks for tracking!
Oh man, you were our first comment and I'm only seeing it now ^_^
Thanks! Hope we won't let you down!
Thanks for tracking! We post weekly updates so I hope you won't regret it :)
Ah and there's actually another cool improvement that is hinted at in one of the gifs ;) (we were planning on showing that next week or the week after, it's still missing some graphics but the code is there to support it)
Hehe I assume you mean the forklift and car, but yes you are absolutely right! We actually have "fuel puddles" that get spawned from oil barrels for example, and are obviously very flamable, but I haven't gotten around to hooking them up to all objects that require them just yet ^_^
Thanks, yeah a single step just didn't cut it ^_^
Hehe yeah definitely, as I mentioned in another comment I like to quickly prototype ideas to see how they work, then iterate and refine the stuff that turns out alright, so especially for the weapons they all start out very rough, then get progressively fixed up (correct projectile, shadows, gun graphics, effects, etc.).
As a matter of fact we've thrown out a couple of ideas already that sounded good on paper but felt broken once implemented, and most of the existing weapons went through several variations before reaching their current form.
And thanks, I'm pretty happy with the "gun that doesn't act like a gun" thing, it works especially well in co-op where you don't have to switch between weapons but can have one player impaling enemies while the other fries them up.
We still have a couple of ideas for "co-op weapons" but I guess this reply is getting long already so I'll save that for some future update ^^'
Thanks! We still have a couple of really cool things we're working on, I hope to be able to surprise you soon :)
Thank you for the kind words! Working on details is my "reward" for when I complete a big feature or an annoying task :D I find a zen-like satisfaction in iterating over and over a small detail until it feels just right and can be filed in the "done" part of my brain ^^
Hehe yeah it was only a matter of time until somebody pointed that out, and you are 100% right, it's one of the things somewhere in the middle of the current to-do list ^^'
I've actually been thinking about posting our roadmap / to-do list as well as the items we tick off every week, but I'm afraid it would get boring quickly and people seem to prefer animated gifs for some reason :D
Thanks for tracking! I can't resist good pixel art myself ^_^'
Thanks, glad you like it!