Devlog 5: Menus and Conditions
A couple of things went down during this time.
First and foremost, every game has to have a win condition. While I already put in the wall in and the trigger for the ending, I didn't exactly have anything to indicate a win other than a "You win" message in the debug log... Something the player is not going to see.
Thus, a simple ending and stat-screen. While there are no numbers, the lower part (Final gold, days arrived, days left) change to match the number of days based on the player data and stats; how many gold you have left, how many days you've taken, how many days were left until game over).
Speaking of which, the gameover screen.
For the gameover screen I wanted to do something a little different. No stats, just you, the story of what happens, and of course audio (can't share that here since it's a gif). I wanted to make it a bit foreboding, allowing the player to read, then the next bit before hitting them with the game over.
So we have a game! A game with a win condition, a lose condition, and of course a way to get to the win. So what's left?
- Game balance. It can get ridiculous how much you can spam buying the launch force to just yeet yourself even beyond the win condition trigger! I hope to solve this with putting a cap on the upgrades (if the upgrade dictionary reaches a certain value, then remove the ability to buy).
- More art needs to be done and implemented. I will put more details in to make it a bit easier to look at but it will take time
Get Project Hermes
Project Hermes
Status | In development |
Author | Snowbolt |
More posts
- Changelog: Added some AestheticsOct 25, 2023
- Devlog 6: Scrolling aroundOct 06, 2023
- Devlog 4: Now we're flying!Sep 20, 2023
- Devlog 3: Let's Go Shopping!Sep 11, 2023
- Devlog 2: Getting there and some art!Sep 05, 2023
- Devlog 1: The startSep 02, 2023
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