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FINALLY done with the encounters for the main campaign. Now working on objectives and some visual upgrades! One-way doors are first, giving them some nice projections for when the player is close.
Posts by Creature Containment Dev
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Been working on the final faction of enemies, including this stationary rocket launcher! Very close to finishing all enemy variants for early access
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Working on the third and final enemy faction, the automated facility defenses. These fights will be centered around dealing with stationary laser/explosive enemies and flying drones
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Taking a detour and going back to some old stages to add in more detail. I like the vibes and the colors, but there really just wasn't enough for the player to look at
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Added a new support caster for the Goblins who adds shields to surrounding units. Fights up to this point are pretty quick, so I wanted a fun way to extend them without making dedicated bullet sponges
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Working on encounters for the 2nd Rec Wing floor. Im wanting encounters from here on out to have multiple stages, rather than just fighting one wave per room
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Working on some hallway-specific casters. They work by firing at an orbiting target that follows the player.
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Back to blocking out levels, currently working on the three floors of the Recreation Wing
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New HUD art is finally finished! I'm super happy with how it turned out, really fits the rest of the game's aesthetic now.
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Finally finished all of the passives, currently re-working the old HUD to better fit the current style. Old HUD was the first real art piece I made, so it doesn't really fit with the rest of the art.
Been working on passive abilities, recently implementing a graze meter! When the meter is filled, fire rate and reload speed are doubled, along with decreasing ability cooldowns.
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Spent this week creating a custom music system for the Creature Containment home menu! Really happy with the way it turned out, going to be using it a lot myself
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Music playlist functionality is in, going to work on implementing the custom music folder next
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Continuing art work on the music player. The player will let you customize the order of songs, along with letting you load custom songs from a folder
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Working on expanding the music player, going to finally implement the custom music folder and playlist system that I've wanted since forever
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Creature Containment is a game all about upgrading, and now you can finally upgrade your base! Each upgrade expands the base, letting you build more shops and hire more Operators
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Implementing the Base Upgrade feature, gotta start with the panel art ofc. Thankfully, I setup most of the system beforehand, so the coding part is going to be easy
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Shop lists for each store has been updated, working on improving the look of the store list items
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Spent this week upgrading the base tab! Upgraded shops have more items for sale, along with increasing the passive revenue gained.
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Added the ability to upgrade your base shops! Max level is 3, and each level will add more items to purchase, along with increasing the passive revenue generated.
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Updated the shop LVL emblem, working on implementing the ability to level up shops
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Finished adding all the items to the DB. One group added are food mixes, which provide a 3 minute long buff to 4 different stats. These will provide minimal healing, but lots of stat buffs at a price
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Working on the items that will be in the new stores. The Pharmacy will allow you to buy a number of drugs to enhance Operators. However, overuse will result in addiction and overall stat loss
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Shop backgrounds are done, working on their contents next
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Spent this week upgrading the base menu! New shops can now be constructed, and recruitable Operators will have additional starting gear.
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New shops are in, working on their item lists now. Recovery enables you to retrieve gear off of lost Operators, you'll be able to go back to the point where you died and get a % of your gear back
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Adding more shops for the upgraded base, starting with the company logos.
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I'm thinking of implementing a scrolling background for the main menu, going to need to find a clean way to cut out some clouds....
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Finished implementing the Active Reload! Every time you succeed, you're refunded a portion of the energy cost, but the reloading timing speeds up to compensate.
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Working on the Active Reload skill for the Gunner class. Active Reload is a very underused mechanic, wish more games included it
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