GGO16 - Day 3
Had a bit of a crisis with my work project today, still coding away on a fix for that now, so I won’t be able to work on my game today.
Outcome
My only accomplishments on this project today were thinking about what to do next while driving to and from work…
In terms of the code the next step is to divorce the domain logic from the Unity components so that I can easily generate a larger map without a lot of manual clicking around… The other reason for that is so that I can put the CityBlocks into a grid so I can calculate distances between them for the movement logic of Squads.
The other idea I had is more on the game design side… With Syndicate you always wanted bigger better weapons, because the game kept throwing ever greater threats at you. With a strategy game that makes less sense… isn’t a pistol better than an assault rifle in you’re in a city trying to avoid detection by the local police force?
Then it struck me - Syndicate had increasing levels of cybernetic mods ranging from basic ones at level 1 to the most advanced ones at level 3. What if the armour protection of these mods go up as they go up in level:
- Level 0 - 1: Vulnerable to pistols, shotguns & SMGs.
- Level 2: Only vulnerable to assault rifles, sniper rifles or stronger weapons.
- Level 3: Only vulnerable to heavy machine guns, explosives and more futuristic weaponry.
Tomorrow’s probably going to be unproductive as well, so I’ll have to try and make up for lost time over the weekend…