Devlog - Building from the ground up.


Updating the KickStarter release

Dialogues

Dialogue is one of the most important things about CubeCramp. Being a Rogue-Lite adventure, it needs to be unique in its style, humour and gameplay. To have the character portraits overlap the textbox was one of the ideas we built upon from the prototype.

Text itself felt too bland, in a similar manner to what a text editor looks like, so we added depth  to it.

We're giving it the old workaround! Cubit provided some of the code below, and with some improvements, dialogue looked much, much, much, much better!

if (!unique) {
    uniquify();
    fix_bugs();
}
Look at the difference it makes!

Building a world around us

NPCs are present in almost evey game you can think of, even if you survive 76 nuclear attacks, NPCs help give the world what it deserves, complaining, whining, expressive, happy, cheerful, active, noisy bodies full of love and fueled by dreams!

In our KickStarter build, NPCs roamed around and stopped by the player. Unfortunately, our Cube isn't Cubya's center, so NPCs were given hobbies, homes, and topics to discuss about. They seem to engage in conversation with tourists instead of kicking them out, we'll be fixing keeping that weird behaviour!

Randomized event will take place as you play, making every playthrough different. We don't want our players to get bored, y'know!

UPGRADED, LAZYNESS IS FUTILE.
Enviroments now look like alive! Here's what changed:
  • NPC Complete Overhaul
    • NPCs now behave with a current action and desired actions.
    • Added randomisation to NPC stats, likes and disllikes, appearance and (soon to be added) dialogue!
  • Featuring a new real-time day and night cycle!



Gameplay

Gameplay felt good in our early prototype, but we still want to work on it.

The pyramid companion formation was removed, because is simply looked weird. I mean... Yeah. Weird. The single-target lock was also weird, since defeating enemies made all of the companions reconsider their lives for a second and then change to a new target, constantly. Bullets also acted weirdly, slowly approaching their targets with decreasing speed and following their movement.

Overall, what a weird system we came up with. Here's what changed:
  • Companions now follow the player with normal peace and from not too far away.
  • Companions don't stutter when changing targets, they now choose a random target from their range. (We'll see how this goes, and maybe add companions with certain priorities).
  • Companions will avoid shooting through walls if they are not allowed to. (We'll see how this goes, and maybe add companions that can).
  • Shots now have proper collisions and will eventually miss!
  • Critical hits are now properly displayed.
  • Added two new companions with two new mechanics.
    • Shock Ray: Attacks will electrify nearby enemies, dealing proportionally less damage but applying DOT effects.
    • Demon Hunter: Defeating an enemy with this attack permanently increases its damage by +2 and projectile size by +1. (We want orange companions to focus a lot more on the offensive stats rather than misc effects).

      Both of these companions are specially useful against the first boss!
  • Player's HP is now displayed when hit as a blue heart. It will act and look different when you are full HP and when you are about to be defeated. Forget about UI, we're avoiding as it as much as we can!





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Files

CubeCramp v047 (Outdated KickStarter Build) 45 MB
Jul 31, 2020

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