Pit Raiders Devlog: Mixing Mysteries (Patreon)
Content
General Announcements:
Hello~! I hope you've all been well. I decided to do another little Pit Raiders update. The game is tugging along as quick as I can work on it, which is a bit sporadic! I've been putting a bit more focus on a different project that I'm working on with another creator, something with a relatively short project timeline compared to most of my projects. I think you'll all enjoy it a lot, but it's been cutting into my time on this project.
What I've done:
The procedural map system has become more promising than expected! I've been able to implement a variety of equations and tunings which make the maps look more interesting. Here's some things I've added to it:
- Enemies are handled slightly differently, they're spawned at the start of a stage and can be altered by a variety of customizable effects (such as increasing stats or changing out abilities.)
- A map handler can spawn enemies, resources, and cause events to happen after certain time periods. It's programmed to function pretty similarly to risk of rain, punishing players who take too long to complete exploration tasks.
- The map handler keeps track of useful empty tiles, allowing easier access to spawning things. (This seems trivial but it took forever)
- The tile handler is now connected to the level loader, which allows tile type maps and prebuilt maps to be spawned back-to-back for more interesting and varied gameplay.
I've also been redoing the alchemy system. The way potions work and the way they're made just need to be redone. My current plan is that you'll have potion slots, each one can hold a different potion that will have a certain amount of charges available. You'll be able to craft potions into the slots, change them out at alchemy tables, and refill them with the press of just a few buttons. I'm aiming for streamlining the process while making it still quite useful. You'll probably rely on collecting reagents early on, but then turn to buying in bulk later.
There's been a bunch of other small fixes, but I hope to have more to show as we butt into December! Thanks for the support, everyone. Working on a game by myself while doing commissions has been tricky, but I've not felt too pressured on either front and I appreciate that.