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Monthly Devlog (September 2021)

Hey there!

For September the weapon drop/pick up is completed, the weapon shop UI was updated to increase readability, and a new room type was added to help mask the loading between floors.

Weapon drops were added to the game, which is pretty standard for any FPS haha. So as you get closer to the drop the stats and their difference to your current weapon will display so you can make a quick decision on if you want to swap for it or not. The size of the info UI shrinks as you get closer to it too, so you can see the info no matter how close you are.

As mentioned in the previous devlog, I noticed that the weapon shop UI needed so way to compare the stats with your current weapons so you don't have to memorize if the weapon in the shop is better or not. So made the update and you can switch between which of your current weapons you want to compare with now, and the stats difference will appear next to the store weapon stats.

The last thing I added was a new room to try and mask the loading between floors. Took some inspiration from the Halo 2 section where you're in an elevator while the rest of the scene loads. So after you beat a floor, there's going to be a room with an elevator that will only stop after all the necessary loading is done for the next floor. I want the game to feel more seamless and having a generic loading splash screen I feel would take you away from the game but having everything continuous I feel should keep you more engaged.

I think that was a pretty decent amount of work to be done for September. Managed to get part of the core systems like the weapon drop and loading room completed, as well as some visual updates in the new weapon shop UI. Need to work towards getting the core loop implemented and tested.

So, for October what I want to do is:

  • Add and test room and enemy layouts
  • Design and implement ideas for room rewards with some roguelike element

Thanks for following along you guys, mean a lot! I'll see you next month for the next one! :D