A tireless maiden hones her noble craft
In hopes of keeping some order with future development posts, I've decided to start numbering from here on in. So even though this isn't exactly update #2... we'll say it's the "OFFICIAL" Dev Update 2.
Since the last update (about 2 weeks ago), this is basically what's been done:
- Finished designing another optional boss fight (when I say optional I mean not required to complete the "core" game). This one is particularly challenging, but then... I've really been making an effort to make all of the optional bosses extra challenging!
- I've been re-balancing some existing enemies in the game since I finally implemented the skill tree system. The enemies were initially balanced as if the player had no additional upgrades at their disposal. This was done in order to achieve a sort of baseline level of difficulty, as skills were introduced the enemies would be re-balanced according to what exactly these skills would and could do.
- A weapon upgrade system has been implemented. I've always wanted to implement a weapon upgrade system, but the straight up higher upgrade level equals higher damage goes against one of the key design mandates I set for Unworthy: "all weapons will have a purpose". This basically means, I don't ever want a weapon to be obsolete. Every weapon will have strengths and weaknesses. If weapon upgrades did increase the weapon damage, it would in effect mean that un-upgraded weapons would be rendered obsolete. To mitigate this problem, I decided that weapon upgrades would only boost the special ability of each weapon. That way they only influence the preferred playstyle of the player in specific situations, rather than outright condemn to single weapon use.
Anyways, I think that just about covers what happened in the past 2 weeks.
Thank you all for following along with the development of Unworthy and lending you support! It genuinely keeps me strong and motivated. This means the world!
Cheers!