Skill Tree and Bosses, finalizing design


Made great progress with both the Skill Tree design and Bosses.  I didn't want to lock skills behind mounting requirements to use them, I wanted people to quickly get to the skills they wanted, but keep powerful ones at least a little more difficult to get to.  The skill tree works like this:  Every skill in a skill tree is on a row with a number next to it.  When you spend points in a skill tree that number will update to the amount of points you are able to spend in each tree node.  If the number says "0" then you haven't spent enough points in the tree in order to have the ability to spend points in that node.  The bottom nodes are simple, you get 1 point for every point you spend in the tree.  Higher nodes will be 1 point for every 3 points you spend, etc.

You can see that spending more points in the OFFENSE tree opens up more skills be able to put points into.  The SALVO tree has very little points spent in it so most of the skills are not available.

Next up are bosses and mini-bosses.  I wanted both to have significance and some tension to the encounter, so I made them have "parts" that the player will be required to destroy before being able to damage the main body.  Each part is capable of shooting lots of bullets, so it's a good idea to destroy these parts as soon as possible.  Main bosses will be a little more complicated and dangerous, and require the player to destroy parts in a specific order. 

Though we are very excited to see design improvements and mechanics come together, there is still one thing missing... Disaster Duck himself!  How do we show him even though he's in the cockpit of the ship?  How do we make this more personable for the player?  We didn't want this to be a plain shooter with just Disaster Duck in the name, we wanted to have him shown in the game. 

Next on the devlog, we'll reveal our design plans for Disaster Duck in-game!

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