SamuKata
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Weapons & Gnolls (Status Report)

Finally back to twerk after a long weekend! This week I will be working on the next quest and weapons. The next quest will have you venture out into breezy mounds to find a missing explorer.

Today I've made a scrawnier gnoll (left) and shaman skin for it. It's a lot smaller and less prim hungry than the one on the right, which means I can add more than one or two per quest! I'm also considering adding a spitroast sort of animation to add to the gnolls, since the userbase will likely enjoy that.


Players have requested a way to track achievement progress. I'll add that to my to do list this week, as long as time and my memory permits. Poke me if I forget.


My current thoughts on how weapons should be implemented is:


Questions for the users:

Weapons & Gnolls (Status Report)

Comments

- Weapons could be acquired as random loot, or use the crafting system with the loot being blueprints instead. But I think random loot would be more than enough. - I think Rori has good ideas for the other things

Tie weapons in with a (secondary) crafting? Or make it random loot, people always love random loot. How about cages that emerge from the ground? or fall down from the ceiling. Classic tranquilizer/paralyzing darts? Paralyzing exploding charges? How about growing roots from the ground that root the player (keep them in place for a while).


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