Weekly Build -- Buff Economy


I had a really limited amount of time to spend on the PC this week. I still think I got a good amount done despite that.

Before this week I had prepped for Buffs to have an increasing cost as you bought more levels of them. I left them at a cost of 1 to facilitate testing buying and making sure their effects worked in game. I knew it would be a little wonky to fully implement the increasing cost but when I hooked everything up it made a ton of existing menu bugs topple out.

I should be thankful, some of them were quite serious. They did eat up a ton of my limited time. I think the whole menu is working a lot better now. I also added 3 new Buffs. “Progressive Press” makes you reload faster. “Full Metal Jacket” fires one more projectile every shot per rank. “Cardio” makes you move faster.

These Buffs feel more fun than the last set imo. It feels pretty good to max out “Full Metal Jacket” and “Progressive Press” and basically turn the 9mm and AK into super shotguns.

This is my first go out balancing the Buff/bean economy. I doubt these will be the final numbers but you have to start somewhere. I don't want this game to take forever for a player to max out all the Buffs. My games are supposed to be close to a simple but complete prototype when they are done. I balanced accordingly. Currently you can probably max out in a little more than an hour. 

Finally, I had to make significant changes to the save file. I have put a save version number in so that I can force a save file delete if I need to. This is one of those cases so unless it is buggy and I didn't catch it you will begin with a new save file.

Next week I am going to begin working on a second level and a level select menu. Reader, I hope you have a great weekend!  

Files

Future Apocalypse: Still Alive 102 MB
Apr 01, 2022

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