Devlog - Weapon Planning


Weapon Planning

By Edgar

As we continued to work on the planned tasks, we wanted to conceptualize the weapons, which we agreed would add an interesting depth to the game.

Weapon Archetypes

We wanted the weapons to highlight the advantages of each dimension, so we came up with four main archetypes:

  1. Basic rapid-fire gun that would be better in 3D since missing shots isn’t very punishing
  2. A piercing laser that would be good against enemies in a straight line, and easier to hit since it doesn’t have a travel time
  3. A rocket launcher that has explosive projectiles. We expected it to be good in both 2D and 3D for grouped enemies.
  4. A melee sword weapon that could wipe out enemies in close melee range. We expected this to be good in 2D since it would swipe a cone in front of the player which would be a much more significant area in 2D than 3D.

Weapon Upgrades

We also wanted to add upgrades to the game, but we didn’t want them to just upgrade the stats of the weapon. We wanted to make an interesting upgrade system that made each upgrade feel impactful. So we decided on an “augment” system, which allow the player to choose from 4-5 branches to upgrade the weapon. The player is able to have multiple branches on the same weapon. Of course, this means we need a way for the player to upgrade the weapon. We plan to implement a shop and currency system to enable this.

Chart of weapon augments

Future Plans

  • Enemy AI and movement
  • Collisions for 3D and 2D/1D
  • Dimension transition
  • VFX for shooting
  • Main music theme
  • Weapon & weapon upgrade implementation
  • Shop

Get Dimensional Drift

Leave a comment

Log in with itch.io to leave a comment.