Devlog 12 - Not-Quite-Deadline Day


Disclaimer - These devlogs are part of a University assignment that Styx is being developed for, so please forgive any stilted wording or weird inclusions!

STYX Devlog #12

For a reminder of what the game is about, see Devlog #1 here.

What's new for STYX?

It's not been very long since my last devlog! We can thank the overwhelming time pressure for that. In just a few short days, a lot of programming has been done, and some of it has even worked first try! I'm joking, but can you imagine? That'd be brilliant.

The rest of the team has been producing some stellar final artwork and helping with some of the trickier mechanics - who could've guessed that making enemies jump would be harder than making them beat you to death?

Progress

  • Added the ability to move the ship up & down
  • Added cooldown bars to harpoon guns
  • Added cooldown bars to cannons
  • Added obol system - lower pay outs for not defending your passengers!
  • Fixed various menus - UI navigation fans, rejoice!
  • Began fixing enemies' double-damage bug
  • Began implementing tutorial art - it's pages of Charon's diary!


Thoughts

I am, admittedly, a bit worried. There are plenty of mechanics in the game, and the art's consistently been wonderful, but tying it all together to be a complete, fun game is proving tricky. The assignment's deadline day is tomorrow, but I won't be making the game publicly playable until it's in a state we can all be proud of. If nothing else, it has definitely been a learning experience.

Like the last devlog, hindsight has been a blessing and curse. I'm glad we scaled back on mechanics, but the game's core ideas were super ambitious from the start and definitely should've left more room for downsizing. A lot of stress could've been avoided with a more manageable idea, even if the team are troopers - especially during deadline time!

Going Forward

Getting everything I'd like done within the next 22(ish) hours isn't very likely, but here's what I'll be working on:

  • Making upgrades cost obols
  • Fixing enemies
  • Getting 5 simple levels into the game

Thank you for reading devlog #12!

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