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Nuke 10 year deveolopment
Nuke 10 year deveolopment







nuke 10 year deveolopment
  1. #Nuke 10 year deveolopment upgrade#
  2. #Nuke 10 year deveolopment full#

Setup the difficulty calculator to evaluate the number of enemies and types per objective, to determine the quality and rarity of loot crates to spawn. Each tier the enemies will improve in base combat stats, have additional weaponry, with elite enemies spawning with shields and various buffs. Setup chance for enemies to spawn in 3 variants normal, veteran and elite. Improve enemy movement and navigation, with more interesting movement patterns. Reduce the chance for the player to get shot from behind. Improve how many enemies can attack the player at once. Setup new attack patterns - so enemies and the player can have weapons that fire projectiles in new and interesting ways cone spread, spheres and spirals for example. Improve how we calculate ‘area of effect damage’. Programming-wise there is a fair chunk of work, covering a lot of systems and improvements, so here’s a bullet point list (note does not contain real bullets) And here’s a Sniper Rifle secondary weapon… We’re thinking that you have the option to pay more nukonum to increase the rarity chance for better crates and contents - and this will be implemented once the Loot System is in, after the Enemy Overhaul. Hence the Loot Terminal an interactive utility placed throughout the level for you to drive onto, pay some nukonium, and have a random Loot Crate spawn. But because that system is a little ways off, we decided it would be cool to have something to spend the nukonium on earlier.

#Nuke 10 year deveolopment upgrade#

In Nuke Zone you collect a resource called Nukonium, which is used to upgrade your tank in the permanent progression system. In addition to this texture work, and some existing asset revisions and tweaks, we also have a new ‘loot terminal’ to show off. A.R.B.i may be a computer, but he still wants his world to look cool :) Ultimately we end up with something I think is kind of unique, the futuristic tech underlying and sometimes breaking through the organic rock. Being a neon-cyber-world, this can be challenging, as we try to find a balance between the wireframe tech vs the organic chunky texture visuals. To accompany the level, our Artist has been working on some new micro-biome textures for the terrain. Note We will be working on additional levels in the near future, with new overall biome designs, but this level should keep us going for a while with core content, and a playground to hone the combat and loot experience. Combine all this with a variety of lighting and atmosphere changes, along with the randomly selected objectives and boss fight - it should feel pretty dynamic and different each time.

#Nuke 10 year deveolopment full#

The closed areas will be both physically blocked and full of radioactive fog, so even if you find a way in, it will be your untimely end.

nuke 10 year deveolopment

From that we can control the size of the level you play in, unlocking a number of areas in different combinations based on your progression through the game. Then structurally, think of it like a 3x3 zone grid, with 9 areas in total.

nuke 10 year deveolopment

Biome-wise, it’s a large desert / canyon, carved out with rivers, hills and 5 micro-biomes consisting of various assets. The trick with the level we’re currently working on is that it’s actually multiple levels in one.









Nuke 10 year deveolopment