Boilerline: Critical Pressure - DevLog #2
Hey hey!
Another week, another pile of code, art, and questionable design choices. Here’s what’s been cooking:
Patrick & Seppe have been refining the gameplay prototype, and guess what? It actually plays better now!
- The game finally has a difficulty curve, so you don’t just cruise through. Instead of a Sunday afternoon picnic it's more of a... Monday morning picnic?
- Turrets feel way smoother now - less janky mess, more precision death machine.
- The train has a furnace you need to fuel, using stuff you can craft (remember last week's crafting? Yeah, it’s finally doing something useful for once).
- Resources don’t just magically appear anymore, you actually have to go out and hit deposits to gather them (hard work ey?).
- And oh, zombies? Yeah, they actually kill you now. So maybe watch out for that.
Adriaan has been going ham on vegetation and environment art, so at least when you’re running for your life, the scenery looks nice.
Jan’s been deep in particle experimentation - smoke, steam, maybe even cowboy ghost apparitions? Last one might be Unconfirmed.
Justin has been trying out some art for the resources!
Jan, Adriaan & Justin have been making some big theme decisions and have been working hard on the art bible, along with to make sure it all comes together. Gauvin has been crafting the sound bible, because what’s a zombie-infested train game without the right spooky choo-choo ambiance?
The train keeps rollin’, and so do we. Big thanks to the team for the solid progress. See y’all next week - same time, same place!
Files
Get Boilerline: Critical Pressure
Boilerline: Critical Pressure
Wild-West Intense Zombie Survival
Status | Prototype |
Authors | patrick_nellessen, AardH2o, seppe_mestdagh, Jankel02, JustinPonnet, Gauvin |
Languages | English |
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