Some side notes
Welp today I finally BEAT my own damn game . At a certain point, the game gets repetitive which is something I'm going to change. Ending is still screwed up which is odd because it worked just fine in Unity. So some of the issues I had is around wave...30ish, you're kinda unstoppable. My health was a little over 3k, I healed for 50 a second, my regen was 60ish. This is why I'm going to have to custom-tailor the wave patterns. As it stands, my current formula doesn't work late-game.
The formula is as follows:
spawnscore per wave is = wave #. Ex: wave 20 has a spawnscore of 20, wave 35 has a spawnscore of 35. Normal enemies subtract 1 spawn score, elites and pylons (exploding crystals) subtract 2. The wave keeps spawning and subtracting their cost until the spawnscore hits 0 then it tosses up the intermisison timer, once that hits 0, the next wave starts and the spawnscore is reset to full.
After wave 20, you get the arcane javelins and elite pylons (blue crystals that hurt like hell and steal mana). They take away 5 spawnscore to spawn. Which means you get +1 javelin every 5 waves. At this point, if you can handle 4 waves of the same javelins, you can handle pretty much anything. My goal was that while you were busy shooting down the javelin missiles, an elite pylon will sneak up, rob your mana and by the time you realize you don't have any mana, the barrage of missiles annihilates you. Your health plummets and you go into a fit of panic and slowly lose control of the game, eventually dying horribly. However, what happened to me was I just obliterated the elite pylons, killed off a few arcane javelins by saving up a lot of mana before they start spawning, spamfire at the incoming missiles, and repeat. You do this until wave 50. So the game gets completely stagnant. My current formula works early on because spawning an additional enemy every wave, increases the shots coming at you and as they spread out, it gets harder to dodge if they fire at you from every angle. But it stops working mid-game.
Editing my wave formula
So my new idea, is after wave 20, the spawn score gets +5 after every wave, which means a new arcane javelin spawns every wave. Also I'm going to work on getting my enemies to spread out more. That and instead of all my enemies spawning once in a massive group, I want it to be way more enemies but spawned slower and further apart. So I'm thinking besides new enemies, waves 1-20 are fine. After that though, I think I may even ramp up the spawnscore even more like maybe +20 per wave but not have everything spawn immediately, maybe like...5 at a time, wait like 10 seconds, spawn in 5 more and just keep going until the wave is out of points to spawn stuff in. Then I'm going to change it even further where instead of a timer, it waits until all the enemies are dead and waits for you to skip. Now what stops you from just sitting there and jacking up your stats? I'll be changing the upgrade system to use points you accumulate from kills instead of mana.
Some additions
So I think I'm going to implement phases. All this means, is the gameplay change drastically. Waves 1-20 is phase 1 currently. Phase 2 is waves 21+ cause your enemies change to harder dudes. Phases won't change the gameplay but they're a nice way of letting the player know that crap is hitting the fan soon.
I like to have less UI stuff and more stuff in your environment to mess with. I don't want your screen to fill with icons and numbers. So when I switch over to the new upgrade system, I may have pillars you charge with mana and they generate you additional skillpoints while the wave is still active, heal you or even increase your regen but you have to maintain close proximity and as a lot of you know, standing still is not a good idea.
I may also convert the current heal into a complete passive but halve how much it heals as lategame you're pretty hard to kill, but I don't know yet. Not being able to always heal, brings in some fun game mechanics as running around freaking out while your health is dropping but your heal is on cooldown, is part of the "fun".
I'm also trying to limit the amount of enemies and shots on the screen at any given time to reduce lag for those of you without higher end computers or browser players. I think I'll add in an option to where you can toggle shot effects so instead of every shot spawning and deleting hundreds of particles a second, it will just be a badass sphere of energy.
Thank you all for being patient with me as I figure this out!
Get Mentagicka Maxium Full Release
Mentagicka Maxium Full Release
Arena shooter where guns are replaced with magic. Action-packed destruction with a brief upgrade system.
Status | Released |
Author | Krauser's Studio |
Genre | Shooter, Action |
Tags | 3D, arena, browser, Bullet Hell, Magic, Management, Singleplayer, upgrades |
More posts
- Mentagicka Maxium laggingDec 12, 2021
- Mentagicka Maxium version 3Dec 11, 2021
- Files are good and what to expectAug 31, 2021
- Gonna set an update schedule from now onAug 31, 2021
- So funny storyAug 31, 2021
- Fixed the executableAug 30, 2021
- Updates and AnnouncementsAug 29, 2021
- Pseudo fix for web browserAug 29, 2021
- MM crashing on wave 20Aug 27, 2021
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