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Powerups, an AMA question, and... an electric enemy?

🕑 Added 2016-05-19 19:57:20 +0000 UTC
Powerups, an AMA question, and... an electric enemy?

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The Future Fragments Team

The in-between level POV animations aren't in yet, as they're a bit lower priority right now (top priority is finishing the C++ conversion, then getting the powerups code in, then getting the enemies in that we've finished that aren't in yet, then completing the cutscenes editor, then completing the enemies that're already in there, then the animation editor, etc.) We essentially wanna finish the Ice level and get the cutscene/animation editors done so Triangulate and I can start doing a lot more work on the game which'll allow Cheshire to push forward a lot faster, which will let us get the full game done faster, but getting those POV animations in will definitely be somewhere in there :P

Ben Miller

Also forgot to ask: Are the between-level POV animations in yet or did I just miss them? I remember reading in a previous post that they would be included in the demos.

The Future Fragments Team

So, to reply to a few of the concerns here (heck, I might make this a post unto itself in a few days to reply to concerns people have about it, haha); - 50 powerups is pretty small, actually. Take into account that enemies, some databanks, and some cutscenes will drop powerups, and they'll also be in hidden rooms and tucked away in maps too. Then take into account that each level will have around 20-30 rooms, x 5 levels, and that's 100-150 rooms in the whole game; I think you'll find that 50 powerups isn't even enough to prevent you from running into a few of the same ones multiple times. - Also take into account that we'll have an algorithm running constantly in real time that adjusts the probability of what powerups you get (offense, defense, or utility) based on your performance in previous areas; if you tend to have a more aggressive playstyle, you'll have a higher likelyhood of getting offense powerups, for instance. - And then on top of all of that, powerups will be tiered; some of them will be considered "common" and easy to get, and others will be much rarely showing up and will be "rare", and others will be outright hidden and not normal drops. Add all that up and you'll see that 50 powerups is actually pretty low; we wanted to prevent players from running into repeated powerups as much as possible, but with all that in play, it's inevitable. 50 powerups will at least lessen that likelyhood of how often it'll happen. The powerups are also something worked into the plot of the game, and picking them up will give you a bit of a hint at the true nature of the game/storyline, not to mention they're an actual reward for those who actually seek out databanks and cutscenes, regardless of if they're engaged in the plot or not. (All the above addresses the matching sets of three, too; you won't have much trouble being able to match sets of three. :P) There aren't really massive downsides to any of them that I've talked about so far except for the Negative ones, and they have an obvious reason why they're so punishing (as it's meant to be a hard-mode gameplay route). Ignoring the powerups isn't recommended; once powerups are implemented, after the Fire Level (aka the tutorial level), enemies will become *much* stronger. While we're going to balance the game out (plus the second algorithm going that balances out enemy HP/damage depending on how good/bad you're doing), enemies will be MUCH tougher from the Ice Level onwards, so you'll want those powerups. Finally, you don't need to match them up to get a significant power boost, as some of the stand alone powerups I'll talk about in coming days will show; the "set boost" powerups are deliberately sometimes weak, sometimes even with downsides, as generally the set boost they provide is very, very strong in most cases if you get all three. So basically you can go for 1) Get standalone, moderately strong powerups that you can mix and match to get some neat combo effects, or 2) Risk it and try for the sets of powerups, to get a very strong boost with the set boost ability for them. tl;dr we've thought this through for a while; I promise we wouldn't include it unless we were confident it'd be something that we could successfully balance out and make work to be fun and engaging for the player, instead of unneeded/cumbersome. :P

iamnuff

Honestly, 50 powerups feels like too many. Even if they come in groups of three. From the sounds of things, this is going to be a pretty minor sub-system, in the grand scheme of things. Does it really warrent that much time and effort? Actually, is matching sets of three even going to be practical with a total of 50 that could drop? (or are the drop tables separated via level, leaving you with merely two or three possible sets on each level?) Considering the massive downsides to some of them, it sounds more practical to just ignore the whole powerup matching minigame and just stick with one or two that have minimal downsides. Or just do it raw.

The Future Fragments Team

Yeah, for sure! :D

The Future Fragments Team

In-game, when you walk on top of a powerup, before picking it up, your GUI in-game will show a small summary of what it does. For instance, the Needle & Thread will simply say "Normal shots 20%+ dmg.", whereas the Chisel & Hammer might say "40 AoE dmg on enemy death". Then, when you actually do pick them up for the first time, you'll be able to go into your in-game pause menu from that point onwards (and later on even if you don't have the powerup) to see a full, detailed explanation of what the powerup does in your powerups collection/menu.

Ben Miller

What are you doing to mitigate confusion with all the powerups? I think you said there were 50? Tbh, there's absolutely no way I'm going to remember what most of them do.

HapsTheHamster

Good to heard about the game and that the tax stuff is being worked out :)


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