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1 Trimester Later

17/12/2017

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I've been hard at work, nose to the grindstone for just over three months. I've gotten 2 new certifications for the day job, I've implemented dozens of features, as well as played more than a few hours of Destiny 2. All this to say, I haven't ghosted for nothing, I've been hard at work finding something to say, and I've finally got it. 

Well, I guess saying it like that makes it seem like I've got something profound to say, I really just want to update the universe on the progress I've been making on Bunker Buster

What I would consider to be one of the core pillars of Bunker Buster, as well as on of it's most obvious distinct elements is it's buddy system. Now, before, this was simply a roundabout in-universe explanation for the player gaining weird and new powers while in the Dungeon. Since it's inception, it's grown into something more. Buddys have little talks, they have names and they can be upgraded to have stronger and more dynamic abilities! 
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We also had some design issues, specifically when it comes to health. I find that when playing other Roguelite's, one of the elements that frustrates me most is getting knocked down to one hit, then surviving an entire level, just to fumble one more time and have all my work erased. So I took a measure to fix that. . . 
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I figured, why not give players a metered reward for avoiding stretches of damage? Why not ensure that a player is never one-hit-killed through mechanics and not number fudging? Why not give the player a shield? 

The last bit I want to talk about is the pressure. With recharging life, some players would be tempted to play it slow, to peek in, blast a couple baddies, and pull back out. We really don't want people playing this way, it's not fun, it's not exciting, it's not interesting. So I sat. I waited. I watched Lost. I thought some more. Then it came to me. The Eye of Darkness is, well, not entirely of this world. Whether it's the effects of a life spent tearing one's fellow man limb from limb, or it's an ancient spell being loosed upon the player, isn't important, what is important, is getting to the level exit before it reaches you and consumes you. We want players to move carefully through the game, but we don't want them to be slow.
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These are just a few of the tweaks and additions I've been slaving away at for the last three months. Look forward to more ramblings and the like in the coming weeks, as I strive to better balance working on Bunker Buster and telling people about Bunker Buster

Thanks,
Wyatt White
a pretty fungi
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    Dev Blog

    This is the other place I ramble about what I'm working on.
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