WIP #1
Author: indiefoldcreator
Date:
Fri, 28 Apr 2023
Game: Project Dagger
So first thing thanks everyone who has bought the game! The game definitely by no means has blown up or anything or made me a millionaire but I've been so stoked with the amount of love and support I've been seeing for Project Dagger. The fact that anyone has played my game for 20+ hours is really astonishing to me. So thank you so much to everyone who has left a review, joined the discord, wishlisted the game, or purchased it, all of you have made a massive difference!
So first things first, weapons. I've been doing quite a bit of work on adding in a wider variety of weapons. So far this week I have added multiple projectile based weapons, a laser hitscan staff, and the Vortex Charge.
So multiple projectile weapons are something that have actually existed in the game's code for quite some time but never fully implemented. I had some issues with orientation of projectiles and them going in the correct direction. However, I took some time the other morning and got them fully working and boy are they a lot of fun to use. These weapons will definitely be quite rare to find as they are so overpowered but super fun to use.
The Vortex Charge is easily one of the most unique weapons in all of Project Dagger, it is shot by a staff and as the projectile slowly moves through the area particles will start flying inwards into the projectile before it finally explodes. As it travels through the air it will pull enemies into it before finally exploding, so it is a great crowd control weapon!
Finally we have the Laser Staff, this is something that has been on my list to add to the game since early March and I finally got around to creating it, was quite an interesting process utilizing Unity's Line Renderer and particle systems but in the end it turned out wonderfully! Probably my favorite weapon to use right now in the entire game, this will also be a rare item to find though as it is a ranged weapon that is hit scan. So as long as your mouse is on top of the enemy there is no missing!
One of the next things I added is quite interesting and wasn't even on my list, but I was messing around with the difficulty object that holds all the values for different game difficulties and I made a one shot gamemode, so you one shot all enemies and all enemies one shot you. Quite a fun and interesting way to play the game for sure! I do plan on making some custom achievements to work along side it because if you don't get a ranged weapon the entire run it's definitely bound to be a hectic experience.
Another thing I have been busy working on is adding in functionality for Steam achievements, as well as adding in new Steam achievements to the game to give people something different to look forward to when playing. My plan for 0.4.0 is that it will release with around 25 total achievements, although this number does tend to change quite a bit.
I have been working on adding in new classes to the game, currently got the Shaman and the Berserker as the next classes to be added. The Berserker will be a heavily melee based class but with lowered defense. It's special being Berserker's Rage (who didn't see that coming) which will reduce defense but boost attack for 15 seconds. This will be usable probably every 90 seconds.
The next class I have been working on is the Shaman, which will be a primarily ranged class as it will come with boosted wisdom and it's special ability will be putting down a totem that shoots out a ring of projectiles. So quite a useful tool to slay a room of enemies or complete a challenge room with less stress.
Moving on from classes we have the Sacrificial Chest! This is a chest that was actually supposed to go into the game at release and I thought it was included but it wasn't, so I've been taking time to update it and really make it something cool and unique when you come across it. Basically you can open the chest 10 times but each time takes 1/10th of your health, it has a 90% chance of dropping a trash item and a 10% chance of dropping an actually good armor or weapon. There will be tiers to this chest as well like the other chests in the game but it will be a lot more rare since it only spawns in special rooms (the same ones you find Shrines of Chance in).
Some of the other things I have been working on is cloth armor, so instead of just having plate armor that boosts vitality, attack, and defense, there will soon be cloth armor that boosts wisdom, dexterity, and vitality. Still trying to figure out how to balance this, if there will be new chests that spawn in levels or if armor chests will drop more than 1 piece of armor. Definitely a lot of things to consider but interested to see how it all turns out.
But yeah, that's pretty much it for Works in Progress! I have been redoing my plans for future releases and changing around the order of everything. Everything that I've shown here will be in 0.4.0 and probably the biggest additions to 0.4.0. I'm pushing off certain things like bosses and such to a future update and really focusing on fleshing out the main content of the game.
So first things first, weapons. I've been doing quite a bit of work on adding in a wider variety of weapons. So far this week I have added multiple projectile based weapons, a laser hitscan staff, and the Vortex Charge.
So multiple projectile weapons are something that have actually existed in the game's code for quite some time but never fully implemented. I had some issues with orientation of projectiles and them going in the correct direction. However, I took some time the other morning and got them fully working and boy are they a lot of fun to use. These weapons will definitely be quite rare to find as they are so overpowered but super fun to use.
The Vortex Charge is easily one of the most unique weapons in all of Project Dagger, it is shot by a staff and as the projectile slowly moves through the area particles will start flying inwards into the projectile before it finally explodes. As it travels through the air it will pull enemies into it before finally exploding, so it is a great crowd control weapon!
Finally we have the Laser Staff, this is something that has been on my list to add to the game since early March and I finally got around to creating it, was quite an interesting process utilizing Unity's Line Renderer and particle systems but in the end it turned out wonderfully! Probably my favorite weapon to use right now in the entire game, this will also be a rare item to find though as it is a ranged weapon that is hit scan. So as long as your mouse is on top of the enemy there is no missing!
One of the next things I added is quite interesting and wasn't even on my list, but I was messing around with the difficulty object that holds all the values for different game difficulties and I made a one shot gamemode, so you one shot all enemies and all enemies one shot you. Quite a fun and interesting way to play the game for sure! I do plan on making some custom achievements to work along side it because if you don't get a ranged weapon the entire run it's definitely bound to be a hectic experience.
Another thing I have been busy working on is adding in functionality for Steam achievements, as well as adding in new Steam achievements to the game to give people something different to look forward to when playing. My plan for 0.4.0 is that it will release with around 25 total achievements, although this number does tend to change quite a bit.
I have been working on adding in new classes to the game, currently got the Shaman and the Berserker as the next classes to be added. The Berserker will be a heavily melee based class but with lowered defense. It's special being Berserker's Rage (who didn't see that coming) which will reduce defense but boost attack for 15 seconds. This will be usable probably every 90 seconds.
The next class I have been working on is the Shaman, which will be a primarily ranged class as it will come with boosted wisdom and it's special ability will be putting down a totem that shoots out a ring of projectiles. So quite a useful tool to slay a room of enemies or complete a challenge room with less stress.
Moving on from classes we have the Sacrificial Chest! This is a chest that was actually supposed to go into the game at release and I thought it was included but it wasn't, so I've been taking time to update it and really make it something cool and unique when you come across it. Basically you can open the chest 10 times but each time takes 1/10th of your health, it has a 90% chance of dropping a trash item and a 10% chance of dropping an actually good armor or weapon. There will be tiers to this chest as well like the other chests in the game but it will be a lot more rare since it only spawns in special rooms (the same ones you find Shrines of Chance in).
Some of the other things I have been working on is cloth armor, so instead of just having plate armor that boosts vitality, attack, and defense, there will soon be cloth armor that boosts wisdom, dexterity, and vitality. Still trying to figure out how to balance this, if there will be new chests that spawn in levels or if armor chests will drop more than 1 piece of armor. Definitely a lot of things to consider but interested to see how it all turns out.
But yeah, that's pretty much it for Works in Progress! I have been redoing my plans for future releases and changing around the order of everything. Everything that I've shown here will be in 0.4.0 and probably the biggest additions to 0.4.0. I'm pushing off certain things like bosses and such to a future update and really focusing on fleshing out the main content of the game.
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