Post-Jam Update
Data Decay » Devlog
Now that Godot Wild Jam #87 is over I can finally push out some of the updates I've been working on during the voting period and talk a little bit about where I want to go with this game.
Updates
- (Multi-)Weapon system
- Affixes/stat rolling (borderlands-like)
- Player has two weapon slots
- Weapons can be picked up off the ground, swapped for current weapon, or dismantled for money
- Weapons: Pistol, SMG, Shotgun
- Home base rework including "NPC" concept w/ upgrades
- 3D Printer - prints a gun everytime you return to base, upgrade it to print higher quality guns
- Shop Vendor - sells ammo/syringes and provides vending machines based on upgrade level
- Personal Teleporter - previously the level select,this will have upgrades akin to a "safe pocket" in other extraction shooters and others
- UI cleanup - just a bit, to make it usable, but still needs some real thinking
- Tons and tons of behind-the-scenes clean up/refactor (fixing my garbage code from jam-rushing)
- Make projectile(s) larger/brighter (maybe excessively so, but good for testing :) )
- Too many bug/QoL fixes to count (thank you all for the feedback!)
The Future
Data Decay has been an absolute blast to work on so far. I picked up Arc Raiders around a month ago and I was instantly hooked - I'm no stranger to extraction shooters, having played Tarkov on and off for many years now as well as most other entries since. Arc is different though,I can't quite place my finger on it, but they nail everything about the experience and I'm loving it. Another game I really enjoy is the original Risk of Rain. These two games were my inspiration this most recent game jam when coming up with Data Decay. I admit the theme was a bit half-assed, but the game idea sounded great to me. This also skirts around something that I've been kicking around in my head since I took up this game dev journey - which is a 2D "space pirates" type extraction shooter. I've got a slew of small prototype projects just playing around with different mechanics/implementations related to this idea. Now that the jam is over I'm free both in time/scope and thematic direction and I think I'm going to let it rip.
This latest update sets a great foundation with the introduction of the weapon system which was both a challenge and a joy to implement. I will need to spend sometime creating affixes and implementing their effects to really get the most out of it, but the runway is there. I have a lot of work to do on the enemy and room generation side, but I'm working towards a playable loop with a goal (even if medicore) and no major bugs first. Controller support is really high up there as well. Updates will be made at least weekly, possibly more often. Till then!
Leave a comment
Log in with itch.io to leave a comment.