After getting extremely sick for several months and losing a lot of my will to do much of anything, I’m back! Behind the scenes I’m working on majorly upgrading the maze generation system so that I can create custom (read: better) rooms that the game will stitch together to make floors, but this is unsurprisingly taking a lot of time to implement.
TL;DR: Just like how a pistol can be crafted into one of three weapons, each of the weapons crafted from the pistol can be rebuilt into one of three new weapons. With overlap, that brings the game to 10 unique base weapon types!
PATCH NOTES:
–––––NEW CONTENT:–––––
- Tier 2 weapons have been implemented! As a whole, all Tier 2 weapons have the effects of the Tier 1 weapons used to craft them alongside something extra. Plus, t…
After getting extremely sick for several months and losing a lot of my will to do much of anything, I’m back! Behind the scenes I’m working on majorly upgrading the maze generation system so that I can create custom (read: better) rooms that the game will stitch together to make floors, but this is unsurprisingly taking a lot of time to implement.
TL;DR: Just like how a pistol can be crafted into one of three weapons, each of the weapons crafted from the pistol can be rebuilt into one of three new weapons. With overlap, that brings the game to 10 unique base weapon types!
PATCH NOTES:
–––––NEW CONTENT:–––––
- Tier 2 weapons have been implemented! As a whole, all Tier 2 weapons have the effects of the Tier 1 weapons used to craft them alongside something extra. Plus, they all have at least two mod slots for a bit of extra stats and flexibility!
- Implemented the Rifle, a Tier 2 weapon made by crafting a Heavy Pistol with Level 1 Accuracy components, which are made by breaking down an accurate Heavy Pistol (so that’s two heavy pistols in total). The Rifle has four mod slots instead of two!
- Implemented the Shotgun, a Tier 2 weapon made by crafting a Mini Shotgun with Level 1 Damage components, which are made by breaking down a damaging Mini Shotgun (so that’s two mini shotguns in total). The Shotgun uses the same split pellet mechanic, but each pellet deals twice as much damage as a Mini Shotgun for a total of 4x its listed damage if all pellets hit!
- Implemented the SMG, a Tier 2 weapon made by crafting a Machine Pistol with Level 1 Speed components, which are made by breaking down a fast Machine Pistol (so that’s two machine pistols in total). The SMG absorbs significantly more recoil, making it good in very large bursts!
- Implemented the Machine Gun, a Tier 2 weapon made by either combining a Machine Pistol with Level 1 Accuracy Components or by combining a Heavy Pistol with Level 1 Speed Components. It only has one bonus mod slot (for a total of three) and the same recoil absorber as the Machine Pistol, but it is also less affected by recoil in general! If you just want to dump a mag into a boss, this will handle it the best!
- Implemented the Auto Shotgun, a Tier 2 weapon made by either combining a Machine Pistol with Level 1 Damage Components or by combining a Mini Shotgun with Level 1 Speed Components. It functions just like the mini-shotgun (other than the recoil absorber), but now has a secondary fire that shoots two bullets at once! If you can land all of the pellets, it’ll ventilate just about anything!
- Implemented the Slug Shotgun, a Tier 2 weapon made by either combining a Mini Shotgun with Level 1 Accuracy Components or by combining a Heavy Pistol with Level 1 Damage Components. The split pellets of the Mini Shotgun are merged back into a single bullet, but this bullet keeps the doubled total damage! An all-or-nothing type of shotgun.
- And lastly, enemies now disintegrate when killed (unless they explode). This will matter more in the future, when disintegrating enemies leave behind goodies to loot.
–––––TWEAKS:———
- I’ve downloaded a few more free asset packs and now some of the Tier 1 guns look like real guns and less like sloppily made wooden toy guns!
- The Mini Shotgun (and new Shotgun) now fire pellets that deal a set amount of damage, and the number fired is equal to its damage score.
- Heavy Pistols do not get boosted stats, just an extra mod slot. Future mods will make this plenty strong for a Tier 1 weapon.
- Non-pistol weapons no longer use more ammunition per shot, generally. Weapon abilities are toned down somewhat to compensate. Future tiers of weapons might consume extra ammo, but they will have dramatically stronger abilities to compensate.
–––––STABILITY/FUTUREPROOFING:–––––
- Improved the save system! As long as I add new content correctly, saved games should be entirely compatible with new versions from now on.
- Upgraded and reworked the gun system! This particular system is now completed, though I still have many more weapons to add. Future gun updates will be much faster. Starting with:
–––––SYSTEM/ORGANIZATION:–––––
- Weapons are now based on Tiers. Rebuilding a weapon will increase its Tier, starting with the pistol at Tier 0.
- The old Machine Gun, Rifle, and Shotgun are now the Machine Pistol, Heavy Pistol, and Mini Shotgun respectively. These three weapons represent Tier 1 of the new weapon system.