Every hero needs a friend - The Perk System
I've finished some code refactoring, and the perk system, now it is implemented in Unity.
The thing's gonna be easy. There are two types of perks: general and hero perk. Every hero has a perk. You can choose one before the start of the current mission, and it is up to you to take your general or hero perk with you. A few perks for the example: 10% more damage, 20% faster weapon reload, a wolfhound who follows and protects heroes...
And what else happened this week?
The basic sheets and equations of the game balance have been completed. In order to adjust the difficulty of the missions to the points of the heroes' progression, I've developed a simulation. This tells you a given mission and heroes of a given level, how much medkit, ammo and other resources needs to complete. The point is that we count an efficiency index on every hero and every enemy, then compare the efficiency index of heroes and enemy groups. This is a good little inequality, from which we get the difference that nicely drawn the missing resources.
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Dead World Heroes
Are you strong enough to survive?
Status | In development |
Author | craftsmangames |
Genre | Action, Strategy, Survival |
Tags | Action RPG, Exploration, Hand-drawn, Post-apocalyptic, Singleplayer, Story Rich, Top down shooter, Zombies |
More posts
- Dead World Heroes - DevLog#7 - Trigger areasNov 22, 2019
- What you can plunder today, don't postpone it tomorrowOct 26, 2019
- The Backpack - Part OneOct 13, 2019
- Loot systemOct 05, 2019
- Deal With The Dev Guy - A Special OfferSep 29, 2019
- Fog of War, Unit visions, LightsSep 28, 2019
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