Cyber Crime Driver week 2
I had a pretty busy and eventful week, so I didn't end up working on CCD a huge amount. Also, a lot of the work I did was in rewriting how the taking-turns system works to allow for more varied and interesting enemy behaviours later -- but none of that work is actually visible in this week's update. So, I think that means I'm not allowed to talk about it.
I think it also means I should be more careful in deciding what to work on, and prioritising seeing a single feature all the way through to the point where it meaningfully impacts the player's experience, rather than doing groundwork for three different things and not finishing any of them.
Here's what actually is in this update:
- new graphics for the tiles
- the borders were drawing too much attention to the tiles, away from the units
- no boardgame-piece bases on the units any more
- I was working on improving how they looked, and temporarily turned them off as part of that. but I think the game actually looks a lot better when the units are presented a bit more as though they're actually part of the world
- reworked timing on the copter & cop movements
- the step where the copter would highlight its movements before moving was just really bad for the pacing of the game
- redid the level intro
- it's a fade-in now rather than a nauseating zoom. that was really terrible.
That's really it! I have some time off work coming up this week, and I plan to make some big, controversial gameplay changes for next week's update. As I said in the postmortem, CCD is still intended to be a roguelike at its heart, and that means some sense of exploration and discovery; to me that means more than one enemy encounter. Currently CCD is basically solved, and once you know the strategy it's just up to where the briefcases and cops happen to spawn. That's gotta change!
As always, let me know what you reckon, via in a comment here, or on twitter or any other usual channel. Disagree with a change? Have a cool idea? Have an old gripe that I haven't addressed? Wanna be able to play as the cops? Reckon it'd be better as a realtime brawler? Lemme know.
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Cyber Crime Driver
An evasion-based broughlike originally made for 7dbl
Status | In development |
Author | McLean |
Genre | Simulation |
Tags | 7dbl, Tactical, Turn-based |
More posts
- Cyber Crime Driver week 5Jul 14, 2019
- Cyber Crime Driver week 4Jul 07, 2019
- Cyber Crime Driver week 3Jun 30, 2019
- Cyber Crime Driver week 1Jun 16, 2019
- Cyber Crime Driver jam postmortemJun 10, 2019
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