Skip to main content

Tree Growth And Other Observations

Been working on trees this week. Not like the normal, organic kind, such as oaks and pine and whatnot. Rather, more like game mechanic trees. In a previous update, I may have hinted that I would push off an entire skill tree for a future (paid) update... Which I have to sort of retract. I've realized that the game needs specific skill trees right out of the gate.

In my original vision, the game contains three skill trees - Corruption, Engineering, and Psionics. I've come to realize that the trees need some serious sprucing up. There will still be three base trees, but they'll instead be Combat, Engineering, and Survival. Corruption and Psionics are instead going to be classified as advanced trees which can only be unlocked through discoveries/events made in-game. I imagine each new chapter will still include at least one advanced tree.

Another consideration to be made is how to distribute starting points. I imagine a few scenarios. In the first, the player begins with one point already distributed to each of the three base trees. Another option is to give the the player all three points to distribute themselves. Not that it matters quite yet - the system isn't even in practice, so it's moot making a decision on it now.

Regardless, I'm mostly happy with how the trees are all structured. Balancing and ensuring viability will come in due time, of course.

In other news, I'm still planning on drawing more concept art. The Instagram profile has been pretty sparse of late, because I haven't had the chance to draw anything. Everything has been focused on getting the base ideas down pat. But the art is certainly important. For one thing, these posts and updates are attractive to read when they come with images. In any case, I'll try to get at least a rough done by next week.


Comments

Popular posts from this blog

Resolutions Schmesolutions

When I was in high school, I had a somewhat chaotic approach to cleaning. It began when I got frustrated by a cluttered desk, and dumped everything on the floor. I put back only the things I absolutely needed, shelved a few other things, and threw away everything else. This turned into a cleaning ritual where everything was classified as "keep", "store", or "discard". The goal was to discard as much as possible while treasuring only the things I truly wanted to keep.

Over time, that habit of mine evolved into something different. It became the cornerstone of my minimalist lifestyle. I learned to judge who and what I needed to treasure, and who and what I needed to discard. But it wasn't only about surroundings - it was also about self. I always found the idea of a classical hermit living on a mountain somewhat appealing, and I made many decisions to reach a reasonable interpretation of that. The path was much rockier than anticipated.

Anyway, at the b…

Coding schmoding: Populating Levels

Apologies for not updating last week. I ran into a number of problems while trying to put items in levels. It certainly sounded simple enough, right? If there's room for something to spawn, then spawn it. Boom, done.

Of course it's more problematic than it first seemed. Long story short, last week I spent a good chunk of time trying to figure out why functions I wrote weren't spawning anything at all. I don't recall all of the problems, but it was just one thing after another. You should have seen my browser tab - it was filled with Unity reference pages.

In any case, I decided to pick it back up this week, and finally got some progress forward.

Lots of learning and coding these past couple of weeks. Been trying to randomly spawn objects in the game world. Took longer than I wanted, and it's still wonky. Making progress, though. My sanity thanks liquor and pot. Read the Devblog in bio. #gamedev #gamedesign #indiegame #indiedev #solodev #indiestudio #prototyping #bsp…

Elemental Pests: The Æther Gremlin

Dusk creatures are not the only enemies the player will encounter. As with any ship or boat, it has its own type of pests such as bugs, birds, and rats. In Eclipse Perilous, the airships of the Sky Nation of Albion is beset with pests, albeit the Elemental kind.

Here is one such pest: the Æther Gremlin.

Not every enemy is made of Dusk. This one is an Æther Gremlin. It can merge with other gremlins, eat your metallic weapons and armor, and fights as part of a swarm. I need to make this particular Gremlin 'fatter'. It seems a tad thin... Devblog in bio. #gameart #pixelart #pixel #survivalhorror #roguelike #gamedev #unity #unity3d #indiedev #indiestudio #indiegame #gamedesign #eclipseperilousA post shared by Inigo (@ceritusorbis) on Jul 30, 2018 at 6:08pm PDT

Elemental Traits
Resilient. Elementals are typically moderately resistant to all forms of damage. This includes physical, psionic, and other elemental damage types.

Swarm. Individually, each Elemental poses little threat - they…