Development Update - (Sorry it's been a minute)
HELLO!
Sorry! it has been a while since I pushed a new version or posted a devlog, but I assure you that I am still working on this project. I don't have enough new content to warrant a new version, but I may still upload a new version soon due to the security issue Unity posted about recently, to put Gun-Like 2 on a safer version of Unity. I'm aiming to push out that update within the next couple days.
For the next content update although, I wanted to share my plans and why it is taking so long.
- Updated Visuals
- The current look of Gun-Like 2 is far from what I want the final product to look like. Currently the 3D models and UI are very placeholder and for the next content update, I wanted to work on those visuals and experiment with different styles / techniques.
- 3D visuals, and UI design are both things that I am not very practiced in which is making this process take much longer than I would have wished.
- Updated Sound
- Many sound effects I am currently using don't fit the environment and can be very straining after not too long of playing.
- I want to spend more time collecting sound effects that would better fit Gun-Like 2 as well as provide greater clarity when it comes to locating enemies that are behind you or attacking from afar.
- Once again, Sound design is something I have zero experience in, so I have been locating many of my sound effects from other sources, this process makes it take much more time to locate good sounds I can use in my project.
- Balancing & Level Generation
- For the actual mechanics side of things, I need to balance the items / weapons that are currently available. Right now, weapons like the Archer Fish and Mutated Knife are much to powerful compared to the other options. I want to experiment and find what I can change about the other weapons to make them more appealing choices, before I try to outright nerf the offending weapons.
- When it comes to level generation, I want to have the terrain actually change between rooms instead of it staying constant. I also want a larger variety of non-interactable features to be generated in each level to help provide cover for the player, and to make the environment more complex / interesting.
- AND FINALY, Technical Behind the Scenes Stuff
- These problems have been taking the most of my time...
- I have been struggling with large numbers mostly. As some of you may know, when programing the numbers can only get so big before they break, and in a rouge-like game such as this project, the numbers can get massive after the layers and layers of multipliers affect your damage or health. I have been trying to find solutions to handling numbers far above what a default integer variable can deal with, but this has been mostly fruitless, as all of my own solutions seem to have an incredibly major effect on performance (It took more than 5 mins of real time to calculate 1000 x 1000...). This is an on-going problem, but I will move it to the back burner for now as it won't be an issue for most players.
Additionally, college has been taking a lot of my time and remains as my primary focus. So, I have had less free time to work on Gun-Like 2 and other projects.
Thank you if you read this! I just wanted to put a message out there for people who have been watching this project to let you all know that I have not dropped Gun-Like 2, I have just been very busy behind the scenes with school, and technical issues.
Get Gun-Like 2
Gun-Like 2
FPS Silly Rougelike
Status | In development |
Author | Devesto78 |
Genre | Shooter, Action |
Tags | 3D, First-Person, FPS, Indie, No AI, Roguelike, Singleplayer, Unity |
More posts
- Change Log (Version Playtest_2)28 days ago
- Newest Version Change Log32 days ago
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