Progress Update and Gameplay Insight


Lunacy’s new logo, courtesy of Hedjeroo.

Not much to report in the way of changes to the development build, the only obvious change since GameDevMidlands is that reloading now takes 2 seconds and is visualized via an animated icon above the protagonist’s head.

However outside of the dev build there’s been quite a lot going on. Andrew Shelton has joined the fray and is working on some sweet sounding background music for us. Likewise Richard Haddon of Arctic Furnace is now contributing 3D models to the project. So much prettier screenshots are on the way!

Progress update aside I’m trying to write a little about the intended gameplay in each of these updates from now on, this time I’m going to touch on Lunacy’s RPG/progression elements.

In lunacy your werewolf gets more powerful as you increase their level and get them better weapons. As you can probably guess you get levels via Xp, which you get by killing zombies. However you also get a small amount of Xp for searching buildings. Each building search consists of your werewolf briefly entering and exiting the building, you don’t have to navigate around the inside in any way.

Weapons are a bit different though, to get them you have to trade supplies (the games main currency) with survivors you have previously rescued, who will then go out and find the desired weapons for you. You find supplies by searching buildings as well as getting a tiny amount through; you guessed it, killing zombies. However finding survivors is a little more complicated and involves tracking them down by their scent during gameplay. More powerful weapons can only be attained with more allied survivors, and each area only contains a limited number of survivors in need of rescue, so if you want to play with the big guns you’re going to need to explore more and more deadly areas.

Meanwhile leveling in lunacy is pretty simple; your werewolf has four attributes as described below:

Strength (increases melee weapon damage)
Precision (increases ranged weapon damage)
Speed (allows you to move around the map faster and outrun zombies easier)
Endurance (increases your health points)

As you can probably guess, after gaining a level you’re given a number a points to distribute between these attributes as you see fit. However each character starts with significantly more points in a single attribute. Colt has more endurance, Lupa more speed, Griogair more strength and Ivorie more precision.

And that’s how the games core progression is intended to work at the moment. As always any feedback and/or comments are welcome.

Advertisements

About Tom

I’m a games design graduate with one simple (and rather predicable) goal, to make fun games. My weapons of choice are Photoshop, Blender, C# and Unity, whilst my favored platforms are iOS and Windows Phone. My blog, None Studios, plays host to all my games published, planned or somewhere in between.

Posted on March 23, 2013, in News and tagged , , , , , , , , , . Bookmark the permalink. Leave a comment.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

w

Connecting to %s

%d bloggers like this: