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Contraption maker eggcellent transfer
Contraption maker eggcellent transfer






contraption maker eggcellent transfer

Gonna stop here with this update and get back to work. Work on Mighty Knights has been start and stop, with lots of 'stops', but we are finally getting close to getting it out the door. This is one of the initial character sketches from over 5 years ago.Īnd those sketches evolved into this as the character designs were fleshed out. Over the next few weeks I'll post details on the various characters and their abilities.

contraption maker eggcellent transfer

Still quite a bit to be done and some design decisions still to be made. Well, progress is being made on getting Mighty Knights ready for release. Going forward the updates will be short like this one so I can spend more time on actual game creation. Want to get this out as soon as possible, but need to nail down this design issue first. Trying to figure out the best way to resolve the different units attacking each other. I'm currently working on adjusting the design of some of the battle elements. It also comes with a terrain editing tool that let's you quickly craft out a battlefield.Īll the other Contraption Maker parts can be used along with the Mighty Knights parts to create some crazy contraptions. Right now the goals for the puzzles can be complex or as simple as "Defeat the Enemy King" where you are strategically placing your available units to achieve victory. Mighty Knights is a coming update to Contraption Maker which has Grunts, Diggers, Builders, and other characters that do battle with each other. My plan for the next few updates (which I have to force myself to do - would rather be spending the time doing gamedev) is to have an update focusing on each of the new Mighty Knight parts. Still not sure about how the Mage works and if he should be included or not. The values for these are a work-in-progress right now as I balance out how they work. Right now each part has health indicated by hearts, melee damage indicated by swords, and for the archer, the amount of damage caused by arrows. I'm currently working on the way the various Mighty Knights parts interact with each. Now that more complex interaction with health/hearts - that would work will in a head-to-head real time game. I think this will work much better in the context of solving puzzles where it will be much easier to predict what is going to happen after you hit go and the contraption starts running. In this case the Grunt is tougher so he wins each battle. The other method and the one I'm leaning towards using now is similar to the Rock/Paper/Scissors type result where whoever is toughest will win. It would play out like this:Īs the Grunt (warrior type) makes his way through the the enemy units his health drops until when he gets to the Builder he ends up losing. One initial idea was that each unit would have hearts representing their health and the sword icons representing how much damage they can do. This will be just a quick short update on how the battle interactions between the different Mighty Knight parts will play out.








Contraption maker eggcellent transfer