Weapon 3 is in

Writing on my phone so hopefully this doesn’t end up looking super horrible.

Weapon 3 is in, and it was pretty fun to build. I also think it’s funny how among three weapons, they each have one, two, and three scripts to make them all work. The bubble is just one simple script, the sword spawns a child with a script, and this third one does a damage over time effect, by having the weapon spawn a child that then spawns its own child on contact. It starts off pretty weak, les damage than the other two, but the net damage potential is higher in that it fires multiple projectiles at once that stick to enemies and apply damage over time.

When the weapon is upgraded enough, it’ll be firing a lot of projectiles that pierce enemies, applying loads more damage output. I guess it’s kind of the carry weapon so far. The only thing left to do now is actually make a system for upgrading weapons during a run. I don’t think I want to do it like vampire survivors and other games where you have an upgrade every level. You already gain baseline stats from that, and I don’t want to slow the growth rate too much than it already is, because I feel it’s more tedious. So maybe instead it’ll be every X levels you can get a few options of upgrading weapons during aspects, pulled from the weapons equipped. So you would pick between more projectiles or more piercing, and then more piercing or faster damage ticks the next one, something like that.

Yeah, you know, I was kind of just spitballing because I hadn’t quite figured out how to do it, but I think that’s gonna stick. I like the idea of not just upgrading on a linear scale, but leaving it to the player to decide when which aspect improves. Nice talk.

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