Trapped dev update 22

Whilst working on some internal stuff I noticed that I was still using a separate type for the particle engine objects position and interaction with it (rotation, velocity, etc) . This is a code structure heavily used since the Blitz 2D/3D days and it kind of snuck in. I’ve gotten rid of that external type and put its code properly in the engine base object. This simplifies some code further along in the extension path which is great!

I’ve been working on a spreadsheet to draft out the game and enemy progression. How do aliens develop over the course of the game, when does which alien get introduced, what are their characteristics on each level and what bonuses / possibilities does the game offer me at which point? And what does the player need to be able to stay alive? The arms race is laid out here as well, folks. This will help me to streamline the player experience and make sure that new stuff gets introduced at the correct times in the game so the player is not overwhelmed (or underwhelmed :) ) and the flow of aliens is constant.

Here is an example of the sheet:

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Bonus rounds at set intervals introduce new stuff to the player and offer challenges to earn other stuff. :) I can’t be more specific now, sorry :) Putting these things down makes me think about the aliens, the rules they have to follow and the general flow of the game. Also, I’m getting an idea of how many different aliens I need to fill the planned levels. oh dear.

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