SPACE LOSERS DEVELOPER BLOG
Changes and corrections of one poorly desig.
My goal is to create fast and simple game where you feel inside a boardgame, playing cards, rolling dices, switching between heroes, etc.. By creating a long intro/tutorial with platforms, elevators, harvesting medicinal plants, etc.. I was showing the player a worng gameplay. One of the biggest changes i made is reducing more than half its duration and eliminating and replacing certain game mechanicals. I still have quite a ways to go but the intro/tutorial is now much more dynamic and fluid.
Make a journey.
This weekly update on Space losers i would like to talk about the random path system of the game. (Pictured above) You'll have to forgive me if this post gets really boring. I've been hard at work for the last weeks developing a simple but yet effective random path system.
The game does NOT use procedurally generated mazes. Instead, it uses a random selection of paths that converge at certain checkpoint areas. This process is repeated until find some final boss. Whenever you embark on a journey up the maze, the path differs each time. A simple but effective. That's great for replayability, but can be a challenge when trying to create a balanced game.
Before each engagement, the player must play an card event that it will have negative repercussions if he dosen't make it through.
You're going to need a good dice roll or a Hero with a high lucky factor. Well.. is a game about losers. What were you expecting?
The negative space.
Since the last update quite a few things were fixed, , especially the poor use of negative space in the game. It was difficult to distinguish between floor and walls, it was a too uniform color. I am starting to get the result i want. I’ll be attaching a newest screenshot from the game and the way it’s looking so far.
In the near future, we will be showing the combat system of the game, so stay tuned.