Welcome back to EvilPunk development diary!
With realese of 1.4.1 and 1.4.2 updates in previous weeks, we added the close range weapon to the game, which will add innovation to our gameplay, and we fixed many issues and made improvements, including the stutter problem. We also gave a small preview of the Rogue-like mode developments in a Dev Diary #03.
With a few weeks left until the release of our Rogue-like mode, we want to talk about what we have done so far.
[b]Procedural Level Generation[/b]
We wanted to make the Roguelike experience different from the current Campaign mode. To do this, we switched to a Procedural Level Generation system instead of pre-made maps, so players would feel different every time they played.
Based on the examples you will see in the pictures, this system will present you with different environmental models and position these environmental models in different ways every time you progress on the map. The objects you can interact with outside and inside these environmental models and enemy spawn locations will also be completely random.
[img]{STEAM_CLAN_IMAGE}/45004153/bcee54b59eaa8229abcd3d305a1b76bb772c0421.png[/img][img]{STEAM_CLAN_IMAGE}/45004153/90447f31497837556daf0713d90b527230c3881c.png[/img][img]{STEAM_CLAN_IMAGE}/45004153/bcee54b59eaa8229abcd3d305a1b76bb772c0421.png[/img]
Of course, we will not only use Procedural Level Generation to generate maps where you will fight randomly. It will also be used for special areas that will be included in the Rogue-like mode. We can’t give much information about these special areas at the moment, but you will be able to experience the game mode when it is released!
[b]Rogue-like Mode[/b]
As we mentioned before, we gave a small preview of the Roguelike mode developments in Dev Diary #03. We want to offer a completely new experience to those playing Roguelike mode.
For this reason, we started our work with the question of how we can make the campaign and roguelike mode different. We couldn't expect players to feel different just by adding new abilities to the game. Even if we added new abilities, doing the same things on the same maps just a little differently wouldn't offer any experience or improvements. As we mentioned in our previous topic, we switched to Procedural Level Generation for this reason. In addition, we plan to improve our existing enemies and add new enemy variety.
So what are these abilities we just mentioned? As you progress through the maps and complete events on the maps in the roguelike mode, rewards await you at the end of the map. These end-of-map rewards can be random items in the game, money, or skill cards that will add innovation to your gameplay.
You can get these ability cards at certain map ends, as in the example image, or from special areas we mentioned earlier!
[img]{STEAM_CLAN_IMAGE}/45004153/c0f3889b04f7dd742fc0b4c3a349ab2b6c912085.jpg[/img]
We plan to add more variety to your gameplay experience not only with skill cards but also with the Skill Tree and different difficulty modes!
We plan to release it in the 2nd week of February and we invite you to experience this new Rogue-like mode with us!
That’s all for today. See you on the next dev diary!