Paranomix - I
Discussing with the remaining team, to define which course we want to take the game into. Spit balling ideas whether to make the game more interesting or to find ways to balance other ideas.
Focus is mainly on combat, since it is the main feature of the game. We want to have a more complex combat, hopefully making it more interesting and immersive to play. Direction is to add more weapons, but exactly how is still a bit shaky, as we have considered multiple choices and none provided itself as perfect.
We did converge into a set of ideas, which will be base for the future prototypes, but there are a few things still in the open. I expect the prototypes to help answer our questions and solidify our stance, even if rejecting ideas we considered "good".
Setting up everything (git, gitea, itchio, base project...) in order to start working as soon as possible. We're kinda excited to start on prototypes and checkout what the end results are, even though we have other deliveries in the midst. Shan't forget them, hopefully.
See you next week, YouTube!
Get VOID CHAMPIONS
VOID CHAMPIONS
A competetive multiplayer online rogue lite experience!
Status | In development |
Authors | MiguelSeabra1999, Alan_Wakes, DarkQueenSara, EGGSplosion, Paranomix |
Genre | Action, Role Playing |
Tags | Co-op, Dungeon Crawler, Game Design, Multiplayer, Roguelike, Swords, Top-Down, Unity |
Languages | English |
More posts
- Miguel - Week 13Jun 05, 2021
- Carlos - Week 13Jun 04, 2021
- XIIIJun 04, 2021
- New build with analyticsJun 02, 2021
- EGGS/Francisco - weekly post 12May 29, 2021
- XIIMay 28, 2021
- Miguel week 12May 28, 2021
- Carlos - Week 12May 28, 2021
- Francisco - week 11May 22, 2021
- Carlos - Week 11May 21, 2021
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