THE LAST WALL Update 2
Since it's not serious to have more than 3 unfinished projects, I recently reworked on this one just after updating the SLUMS, and oh boy that was hard to get back to it.
So this update mostly focus on : core mechanics refinement, creation of a new (FURY™) system who spice up the thing a little, creation of a new rewarding and ranking system, creation of an "editing" mode, a ton of UI improvement, knights implementation finalization, optimization, and of course your dose of dopamine. Here we go for the changelog :
The intro slightly changed, with a little extra added to it.
FURY system
The FURY system is a tentative to bring to the game a dynamic system who constantly scale on the player performance to give him a perpetual challenge and rewarding experience while (trying to) auto balance the game, cause I'm too lazy to do math.
It is also made to not have to design a new mob with only +1HP x times. This mean I can now focus on creating new mobs archetype and letting the FURY system scale their lethality
HOW DOES IT WORK ?
The game constantly keep track of your total DPS and the system will increase the FURY LVL by a specific number, and increase the mob lethality and earned gold by a certain %. Buying some S tier upgrades can also pump up the FURY, so be careful. Rebuilding walls and pushing the enemy further decrease the FURY LVL by 3.
I will certainly had more depth to the system in the future.
The brand new UI, new skills and FURY system.
FULL CHANGE LIST :
- Now you will gain a rank and a gold bonus (a fair amount) according to how many damage has been taken during the last wave (showed at the end). Ranking from S+, S, A+, A, B, C and D. The ranking system take FURY into consideration, that's mean you will loose the same score if 2 exact ennemy of different LVL hit you, and the FURY gold mutiplier also apply on earned gold. Gold amount increased each wave.
- You can now edit the position of the units in the battlefield
- You can now press P for PAUSE
- Each wave now have a beginning, a middle, and an end (that wasn't the case before, apart from the start and game over)
- So there is now some "space" for you to breath between the waves.
- Kill left for ending a wave now displayed
- Gold needed for rebuilding a wall now displayed
- Walls remaining displayed
- Damage are now displayed for mobs and allied units
- Health remaining now displayed for allied units when damaged
- FURY level now displayed
- Knights are now fully integrated into the game logic.
- 15 new Knights upgrades
- Knights can block damage (+10% chance per LVL)
- Knights can now be targeted by ranged attack units
- Knights sprite and damage change according to HP
- Each entity have now 10% to do a critic hit (+1 damage per default, +10% per LVL)
- Created critical upgrade for archer and knights (+10% per LVL)
- Mobs have now 10% to do a negative critical hit (-1 damage, per default)
- Created a block chance upgrade for knights (+10% per LVL)
- Archers default accuracy increased
- Arrow default speed increased
- Archers knockback stats and skills deleted
- Archers default knockback increased
- x2 and x3 shots are now like shotgun shots, meaning larger zone of impact
- Added camera panning movements to the beginning of each stages and during tutorial for cinematic effect
- Shooting is now automatic by default (deleted autofire skills)
- Optimize arrow trace generation (it's not an engine native feature, I have to DIY)
- Arrows now cast shadow on ground
- Arrows now wobbling on collision with ground
- Arrows now spawn grass particle on collision with ground
- Explosive arrows have now unique skin
- Explosive arrows nerfed but still crazy OP
- Explosion now leave burning trace on ground
- The wall repair cost curve is way more aggressive and coherent with the crazy amount of gold you can now make, and it is also perpetually adjusted to your performance.
- Decreased mob hit sounds proc
- Only 1 mob can "speak" simultaneously
- Deleted some sounds fx proc (like arrow hit sound when it is explosive for ex)
- Deleted mob sinusoidal based animation movements (Massive CPU optimization with minor visual impact)
- Various visual changes
The new reward/ranking system and miner unit.
THE LAST WALL
A risk/reward based archery shoot them up survival action RPG, with minions.
Status | In development |
Author | Alambik |
Genre | Action, Role Playing, Survival |
Tags | 2D, Archery, Atmospheric, Medieval, Monsters, Pixel Art, Shoot 'Em Up |
Languages | English |
More posts
- THE LAST WALL Update 1Jan 05, 2023
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