Siege Scape Development Log #6: Onboarding New Players & Laying the Foundation for Defense
Hey everyone, welcome back to the Siege Scape development log!
This past period has been focused on ensuring a smoother entry for new players and solidifying the initial gameplay experience. We've been working on the user interface, the very first steps a player takes, and making sure the core loop of building defenses against encroaching enemies is clear from the outset.
Guiding the First Steps: The Title Screen and Starting Area
We've implemented a functional Title Screen! Now, players can clearly choose to begin a New Game, Quit the application, and (with groundwork laid for future updates) see options for Load and Continue.
Upon starting a New Game, you'll now be prompted to enter a character name, adding a small personal touch to your defense endeavors.
The initial starting area has also received attention. We've added two key NPCs that players can interact with by looking at them and pressing E.
- The Merchant: This helpful individual will offer to sell you a new starting Deck and a powerful Enchantment in exchange for Gold (which you'll earn after completing runs). While the deck system is still in its early stages, this provides the initial avenue for acquiring new strategic options.
- The Run Initiator: Speaking with this NPC will transport you to the Run Screen, the central hub for preparing your defenses.
Preparing for the Onslaught: The Run Screen
The Run Screen now presents players with the crucial choices before a wave defense begins:
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Deck Selection: Choose your initial set of cards for the upcoming run. Expect more diverse deck options as development progresses.
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Words of Influence (Seed Input): For those who enjoy a consistent or shareable experience, you can now input a specific seed. This seed will influence the procedural generation of the run, ensuring that the enemy waves you face are the same each time you use that seed (unless Chaos Mode is active!).
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Embracing the Unpredictable: Chaos Mode Implementation
For players seeking a more dynamic and challenging experience, we've introduced Chaos Mode! Toggling this option ON will inject a significant element of randomness into your runs. In Chaos Mode:
- The base stats of all Towers, Traps, and Enemies will be randomly modified based on the current run's seed. This means you'll need to adapt to defenses that might be weaker or stronger than their base values.
- The order in which you draw and shuffle your cards will be randomized.
- Most significantly, the types and strengths of enemies that spawn in each wave will be randomized! Be prepared for unexpected challenges – you might even encounter tougher enemies like Wolves on the very first wave! (We're still fine-tuning the intensity, so be ready for anything!)
Looking Ahead:
Our focus remains on solidifying the core gameplay loop and providing a clear and engaging initial experience. Next steps include:
- Further developing the Deck system and adding more card variety.
- Implementing the core wave progression and ensuring a balanced difficulty curve.
- Continuing to refine the Chaos Mode for optimal unpredictable fun.
It's exciting to see the initial player experience taking shape! Thanks for following along. As always, feel free to drop by the Discord or follow on Twitter to stay updated!
Follow on Twitter:
You can read the lore on my website at: Spawns Gaming
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Siege Scape
Cards, Chaos, Control. A fresh take on Tower Defense
Status | Prototype |
Author | spawnslilhope |
Genre | Strategy, Card Game |
Tags | Singleplayer, Tower Defense, Unreal Engine |
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