Meet "Hotdog"


I have finally gotten back into some flow with Mad Descent, there has been a lot of work put into the GDD to nail down some of the gameplay elements as well as the actual story itself but other than that I have been working on the ambiance and feel, HUD and some of the assets.  First off here is the savepoint. Throughout Mad Descent you will find these save points dotted through the levels, there is no auto-saving only manual saves so make sure you save often. Right now it is just an animated texture showing console scrolling but I will add a few frames of "SAVED" flashing to make it clear that it has worked. 

Secondly, we have "Hotdog" Lovingly named by one of the EFPSE community members (Grim Dev) as a rotten-steroid-hotdog the nickname Hotdog was adopted. This Mutt is a combination of a beefy dog and a bear, Big, slow, and powerful but dumb as shit you will be able to avoid this enemy if you do not have the right weapons to combat it.


Next, a great particle system that works for ambient dust particles., you don't need a lot but I feel it makes a real difference to the feel of an area. At the same time flickering lights have been scripted to add that feeling of dread in the levels and to help keep it a dark and foreboding area. 


The HUD has received several updates and there are a few more to go, right now player coordinates have been added to the HUD though this is not something that is specifically told to the player. when an objective is given instead of marking in the hud a set of coordinates will be given and those who pay enough attention will realize that the player coordinates are right there and will guide them where to go. 


Finally, do we have KC or Kill Credits? Being a mercenary and more to the point a new hire for Pixel Corp, they don't like to waste money so Pixel Corp only sends you on a job with the most basic of load-outs. As you progress and gain KC by (yes you guessed it) killing enemies they will be able to purchase more weapons from the inventory system built into their ship, this is Pixel Corp's way of "saving money" and ensuring their hires are skilled enough to complete the jobs.  

During the game, this will also mean there are no weapon pickups only ammunition. Weapons in this future are all locked to their owners. This means no one can just come along, pick up a gun, and start planting. 


And that is it!  Hope you enjoyed this installment of the Devlog updates and I look forward to posting the next ones. 

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