Are You Afraid of the Cheese?
31 October, 2024
Ooooooh……OOOOOOH. It’s Halloween if you weren’t aware, so it’s time to settle into the eerie world of afflicted. Scary, huh? All this cheese and nobody to eat it. That’s my worst nightmare. In fact, it’s a bit too much to think about. Instead, I’ll go ahead and provide you some updates on what we’ve been up to over the past 2 weeks. That’ll be much less scary (maybe).
The Updates (Spooky Edition)
Ryan
In his own words, nada. (see I told you it would be scary)
Bryan
Tier 1 augments have officially been entered into the holy cells of the object dictionary. Next comes development and balance testing, but hey... it's one hell of a start.
Tier 2 Augments have been built out to damn near completion. It's a lot, but here are the cliff notes:
General
Tier 2 augments will focus entirely on ammunition type changes to both Kinetic and Melee weapons. Each of the 10 Tier 2 augments will offer unique effects. These effects will be applied on-hit (Kinetic) as well as AoE for a duration (Melee).
Only one effect can be applied at a time. If one ammunition type has been applied to a player, the debuff duration must run its course before another debuff type can be applied. However, each ammunition type has a tag team partner that can intensify the effect of the one applied.
Positive Synergy (Kinetic)
Each type will positively synergize with one other type, offering clever and effective team augment combinations catering to both personal playstyles and team synergy. This means that a player can apply a debuff to an enemy, which would then allow their teammate to intensify the applied debuff. Positive synergy will be exclusively an offensive perk, applying to kinetic weapons only.
Negative Synergy (Melee)
Inversely, each augment will negatively synergize with one other type. This means that if you (or your teammate) are on the recieving end of one ammunition type, the effects of the debuff can be negated with a counter augment melee weapon. When the melee ultimate is used, an augment themed area will form in front of the player, negating the debuffs of those in the area effected by the corresponding augment. Negative synergy will be exclusive a defensive perk, applying to melee weapons only.
Daniel
Fleshed out more of the boss cube's behaviours. Now is invulnerable until all of its minions are dead. Once its minions are dead, it is temporarily vulnerable to be killed.
Dominated another wave of midterms. Currently all A's from each I've gotten back (diffed).
Need to finish boss cube AI, going to work with Ryan to get its projectile shooting phase working, as that logic could be very useful for future boss designs.
Mike
Working on assets big and small, and doing a great job.
Alex
Continuing to craft the swampy playable areas of the Bogtown.
Cole
Finished the Rifle Mold! Now I’m back to designing map posters.
In Closing
Did you get lots of candy? Did you consume lots of candy? Did you watch Alien at least once? These questions, and more, are just a taste of the twisted thoughts that exist in my mind. So twisted that Jack-O-Lantern’s don’t even scare me. Crazy.
Uhhhhhh………..Boo.
Squid