Looking Ahead
UML & Task Chunking
I spent the bulk of my time for this first milestone drafting UML for all of the game's major systems. That means planning out how our tank, Linda, will function and communicate with her upgrade modules, how the players will be able to interact with Linda and her upgrade modules, and how mission objectives will track their progress and interact with enemies.
Player Controller
I also put some time into starting up our player controller. I want them to be physics-based for better interactions between players when they bump into each other in Linda's cramped cabin. With that said, I'm worried it won't work correctly since the game will have networked multiplayer. I'm also learning Unity's new input system to have better compatibility with gamepads and local multiplayer.
Way Too Many Spreadsheets
Lastly, I worked on way too many spreadsheets; my goal was to have the game playable in spreadsheet form. This way, I'll get a headstart when balancing all the game's numbers later in the project. Specifically, I've been looking at the loop of collecting and burning fuel, figuring out how much each module should burn and how fast to make it run low at just the right moments.
Get Shellshufflers
Shellshufflers
The ultimate tank and her unwitting crew
Status | In development |
Authors | Leeman, Anonymous_94, lightningfist13 |
Genre | Action |
Tags | Co-op, party-game, Procedural Generation, Roguelite, Tanks, Top-Down |
Languages | English |
More posts
- Semester Final Stretch and ReflectionNov 29, 2023
- Milestone 4: Playtest PrepNov 28, 2023
- Development of Assets Over TimeNov 28, 2023
- Enemy ScriptingNov 15, 2023
- See Mountains And Drive ThereNov 06, 2023
- Minimally Viable LindaNov 06, 2023
- Devlog #2: Player Character and Asset DesignOct 31, 2023
- Early Concept Art and DesignsOct 31, 2023
- Booster PacksOct 31, 2023
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