Mouse Moon, Changes to Underground and Crypts, and other odds and ends
This update is probably later and smaller than expected. I've been pretty busy with various homosexual activities, which has resulted in less time to work on this project. I recently reached one of my lowest points in regards to enthusiasm for this project. It's depressing sometimes. I often feel aimless or overwhelmed. I am starting to doubt if I'm truly up to finishing this task. But I will keep soldiering on.
Mouse Moon
The mouse moon is an entirely different planet. I know moons aren't really planets, but I just call all the different worlds planets. So whatever. For the longest time, you've only been able to play on the desert planet, Moloch. Now you can play on the Mouse Moon. Unfortunately, there's no way to travel between these two worlds yet. So, you have to pick which world you will spend your whole game on. The Mouse Moon is rather difficult, and not a suitable home. This situation obviously isn't ideal, and will be remedied later (I hope). The Mouse Moon is just a test at creating a different world.
I am aiming to have four main planets like Moloch (including Moloch). That means one home planet for each of the four major tribes. Also, Earth (the fifth big planet) will be the players end destination. So that will be a big, big, big thing. Having five big planets instead of one. The Mouse Moon is a small scale test. Small planets like it will also exist in the final game, just for variety.
But interplanetary travel is still a big elephant in the room that I have yet to address. I have been running around it, trying to avoid it. Perhaps it will crush me into a fine paste against one of the walls. I have to kill the elephant. When it's dead, I'll be safe.
Crypts and Underground
Crypts (the rectangular, room-based structures filled with monsters and chests) and the underground cave system used to be two entirely separate things. But now all crypts exist in the same underground cave system. Some crypts don't have above-ground structures and entrances, and have to be found by wandering through the caves.
Crypts now use new terrain tiles (dark stone bricks), so they're visually distinct from the caves around them.
Crypts rooms no longer fit so neatly into a rectangle. Some rooms get turned into caves, which connect to other caves, making things a bit more confusing (hopefully in a good way).
I believe this makes both the crypts and caves more interesting at the same time.
Additionally, astronauts, and the items they protected, have been moved into the lower floors of crypts. You no longer find the important gray keys just in random caves. This makes crypts more important.
Bridges
Bridges from Guilty Gear. <3
Bridges now travel at angles, and are better at connecting islands. You won't see unnecessary bridges as much.
Item Stars
Enemies now sometimes drop "item stars." Step close to one and you'll automatically collect it. Item stars replenish ammo for an equipped weapon, an item in your belt, or beans or something. I'm honestly not sure if they're actually a good idea or not.
I forgot to write down changes as I made them, so there's no detailed list.
Next
I gotta add interplanetary travel. This will require making some sort of universe view, where you can look at planets, travel to them, et cetera. How will you unlock travel? How will you get a spaceship? I'm really not completely sure yet.
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SR3001 Alpha (abandoned)
An Open-World, Hardcore, Roguelike RPG
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