Build 0.1.0 is now playable on itch.io!!!
I’ve reached build 0.1.0 and decided that, starting now, I’ll be releasing each build on itch.io so anyone can test it.
NOTE: Obviously, the game is in a very early stage of development and, as such, you can’t really do much, there’s tons of bugs and most things should be consider not final!
01/07
- Changelog
- Graphics
- Revamped most of the graphics (including the tileset and enemies)
- Changed game resolution to 384x216
- Implemented code to enable/disable particles (my older PC almost caught fire ‘cause of those damn particles)
- Created and animated new larva’s cocoon stage (noice!)
- Added new healing skill icon (just a placeholder)
- Blood stains are now properly drawn below the player, and not above (-.-’)
- Misc
- Fixed rare bug with enemies engaging in battle without line-of-sight (hopefully…)
- Added new healing skill: Pressing [G] (in or out of combat) will regenerate 20hp. (It costs money to use!)*
- Added mission prize indicator below the mission expenditures
- Fixed bug with larva eggs spawning larvas on occupied tiles
- Started coding the “Space ship” room wich will serve as a main screen between missions
- Combat
- Larvas spawned by an egg now go through a cocoon stage and then have to move to a new tile before engaging in battle
- Larva eggs now spawn up to 3 larvas per turn (they’re born from the same cocoon)
*Q: Why do bullets and skills cost money to use?
A: The game is about completing missions and earning money. So, to make things interesting, the disposables you use will have to be restocked at the end of each mission.
By disposables I’m referring to bullets and other items such as food (used to heal) and utilities (like grenades or med kits). Although right now i’m calling it a “skill”, healing is actually done by consuming a piece of food, and that costs money.
The idea behind this is to make you choose very carefully your course of actions: “What’s more cost effective right now: to shoot each of these larvas one by one or to throw this really expensive grenade at them?”
This also means that, if things don’t go as planned, you may actually come out of a mission with less money than you went in.
That’s why you’ll have a counter on the top right of the screen showing you how much you’re spending on the current mission. And below it’ll show you the prize you’ll get by completing the mission, so you can easily compare both values.
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Any comments and/or suggestions appreciated :)
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