![]() ![]() This means that an irritated snail that's dropped into a body of water can stun pretty much everything that's unlucky enough to be swimming in there. The click is waaaay more powerful under water - right now I have it set to 5 times the radius/strength, which feels about right. The snail is amphibious, moving in and out of water as it wishes. Snails that are affected by other snails' clicks might decide to click themselves if they slam into a wall or something, so there can be some chain reactions going on.īut the real interesting part is how this interacts with water. Could potentially be fun in multiplayer as well, if you manage do throw (maybe? Don't know yet to what extent you'll be able to pick up living creatures other than bats) a snail at another player, you could possibly create some trouble for them. This pushes creatures away a bit, and can stun them. The vibrating and clicking gets more and more intense if you continue closing in on it, until it finally gives a kind of super sonic click, a little sound blast or tiny explosion. When you (or any other creature) move close to the snail it'll pull into its shell, and then start to vibrate and click. In either case I'm happy with having a creature that's a bit more colorful, as quite a lot of the creatures in the game have dark color schemes.Īlso, the snails' niche in rain world as a game has started to take shape. I'll bring in more weighted randomization into the equation I think, and hopefully the color selection will get more artful qualities. Randomized colors look nice, but a bit "computery" - you can sort of see that it's a computer generated color scheme. So right now shell color and size are randomized ~ don't know how much of this will make it to the final game, mostly just experimenting. I have given them shells, and decided that for this creature I want to start trying out the idea of randomizing some features using the creature ID as a seed. Now they can crawl on walls, avoid each other, and otherwise mill about. Right now we are just finishing hacking together the terra firma of region 2! Our idea right now is to get 4 regions assembled into a nice large chunk, see whats working and what isnt, then plan it from there. We have it mapped out on paper, but until its actually implemented and plays well, its all subject to change. honestly this is just game design philosophy rambling at this point. So an experienced player starting a new game from scratch would have access to a much wider area of the world from the get-go.īUT. I dont mean "level 21 slugcat", just that as your knowledge of the world and your skill with the character improves, more areas open up to you, you know this or that trick to getting to a higher ledge, or have learned enough about how some challenging creature blocking a path behaves to be able to navigate through it. So, ideally what we'd like to do is have the progression be mostly skill level based. With platformers, if you want to move a character around an open map there has to be a touch of that, but we want to keep it very organic. Like, you could run around the map and follow the various trails of breadcrumbs, or you could just get really good at hunting bats and finding shelters and both would be totally valid ways of playing, each with their own narrative path.Īnother thing we are trying to do is keep "fetch" style gameplay to an absolute minimum. What we'd LIKE to do is make the game playable however, rewarding whatever way you can survive within the game mechanics. Like, sure there are platforming challenges and puzzle-esque rooms, but its not "stage 1 complete! now go to stage 2!" sort of thing. I guess one of the most important things for me when trying to conceptualize the world / level design is trying to keep the balance between the open world "terrarium" aspects and the need for, uh, actual gameplay. ![]()
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