Moving forward


I can't thank everyone who rated Necromancy Overload enough, and everyone who helped inspire and educate me on Unity over the past few months. I'm really happy to have this be the first game I've ever put out to the public. With that said, I've decided that I really want to keep working on this more. Although my code started to turn into a spaghetti nightmare near the end, I did make a lot of the core mechanics scalable and modular. There were a lot of ideas and content that I wanted to be able to put in the game, but I ran out of time to do so. The druid was only snuck in at the last moment, just because it was easy enough to add a boolean to change whether or not an enemy gets hit by direct damage.

What's next

There's a lot I want to clean up back-end in terms of coding and UI housekeeping, but once that's done, I plan to start adding more enemies and weapons. I have a few ideas, but I'll be playing around with them over the next few days. If you have any suggestions, leave them in the comments! I'll be first focusing on enemies, as those, I feel, are the most important aspect as to what makes the gameplay fun. Some of the outlines for future work are as follows:

Enemies

  • Adding 2-3 more enemy types
  • Making them "smarter" rather than mindlessly running towards the graves in a straight line
  • Change the spawning system so I can make prefab formations as an option to spawn, instead of individual enemies

Visuals

  • Adjust camera so it will lightly follow the mouse while aiming. I wanted to do this while working in the jam, but I didn't know how to (and still technically don't, but I'll be looking it up).
  • Add some light particle effects to explosions
  • Make explosions fade over time, while still trying to keep the spirit of using only 5 colours
  • Play with shaders and try adding an outline effect on enemies to reduce visual confusion when sprites are overlapping
  • Make the weapons hotbar invisible when aiming down, reappearing only when the reticle moves away or if weapons are changed
  •  Be able to hover over Skully to bring up his prompt towards the last spawn location, even after his typical 5s display period ends

Gameplay

  • Add a combo counter - Currently, there is already a combo system implemented. If you overkill an enemy and, say, kill 4 other enemies with that explosion, all enemies killed in the explosion will have their combo increased by 4, and then their score multiplied by their combo  value. I note "increased by," because there are circumstances where you might get a big chain explosion, so those will give even higher multiplier amounts. I wanted to add a little counter somewhere when these combos happened, but I forgot about it near the end
  • Improve the performance of the teleport
  • Improve the accuracy of explosions

There's probably plenty of other things that I've forgotten to mention, but I'll be starting a Trello board to track these things soon. I hope people look forward to updates!

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