Fantastic Weekly Pt 45 - 19.03.2021
Welcome to Fantastic Weekly, a blog for our development process on our upcoming game: FANTASTIC ENERGY.
Download Fantastic Energy here
Another testing event is approaching. Excel is filling up. So many merge requests and panicky shouts around and nope, still not ready. This is our last blog post before the testing event this month and as usual, everything is a mess and broken. XD We do have however the amazing ability to pull everything together just before the deadline and usually we’re pretty happy about it.
Keep your fingers crossed for us, we will open the energy drinks and make the coffee machine sing to us to speed up the process and get those bugs fixed & features implemented.
We’re still looking for testers for our next Beta event on the 25th of March! Come take part and see the newest version of our game before it’s released! Join our Discord and DM me for more info!
This week has been really busy but with another project. However, I have located few annoying bugs to take care of and I have started building an epic upcoming feature: The monster quests!
Well, at first we need the monsters to the base, so I started with that. :D They are not yet wandering around, but I have made a map that will be a navigational area for the monsters to walk from room to room in the base scene. Hopefully, I will get this done before testing!
As for the quests. Remember how we talked about the innovation challenges that can be used to make an impact on your local area to become more energy-efficient and carbon neutral? Well, we’re bringing them in the next update, but as monster quests to test how you (our players) will respond to them. Let’s see how many challenges we will get completed in the upcoming months… ;)
Trần Tuấn Nghĩa
I implemented the EnergyWeapon new mechanics for the monster fight scene. Energy weapons are slower to use and can be fired once per turn, but they cause more damage. First, the player needs to aim and “lock” the monster 3 times. This happens by dragging a targeting image after the fleeing monster on the screen. The monster moves in the forest scene and can also hide behind trees and rocks. Firing. After the player has “locked” the target 3 times, the actual firing sequence starts where the player needs to hit the targeting sensor ( going back and forth on the bottom of the screen ) as middle as possible. The closer player hits to center, the more damage they make and the more shield points spawn to be collected.
Basically, the player will have a crosshair and have to drag it into the place of monster hiding. After 3 times then the game starts like normal.
Noora and Joviaal
Busy with another project!
Thanks for reading and cya next week!
Punnu Games team