Conquering Ciros Dev Blog

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blumagma711
March 31, 2024
Conquering Ciros Week 11: Two New Enemies
This Week's Work:

My goal for my last sprint of Ciros work was to implement two more enemy types, with placeholder sprites that will be added and animated by another team member.

Both enemy types are stationary, but they both have some form of projectile, which doesn't really exist for any other enem…

2,011 views
blumagma711
March 24, 2024
Conquering Ciros Week 10: Spawn Rate Balancing, Bug Fixing, Wrapping Up
This Week's Work:

I made more progress with balancing the flow/pacing of an average run, and I think it's at a pretty good spot now. Originally we had visions of each run lasting 20-30 minutes, but I think we just don't have the content to support that at the moment, so I tried to focus on getting t…

2,174 views
blumagma711
March 10, 2024
Conquering Ciros Week 9: Fixing Pooling Issues and a New Balancing Pass
This Week's Work:

After reviewing the pooling branch, we noticed that occasionally enemies would be re-enabled and then immediately die. After some testing, we found that it was because the enemies' health wasn't being re-set to the max upon being re-enabled. This should have been an easy fix by jus…

3,532 views
blumagma711
March 03, 2024
Conquering Ciros Week 8: Vampire Survivor-ing and Pooling Enemies
This Week's Work:

I had a couple different tasks this week, and managed to get both of them done. I wasn't sure how long each of them was going to take, so we allocated an extra week to pooling if necessary, but it should be fully functional now. The easier task was improving the circle spawning to …

2,772 views
blumagma711
February 25, 2024
Conquering Ciros Week 7: Piercing-Elemental Synergy Rework
This Week's Tasks:

As I mentioned last week, the Piercing-Elemental synergy has needed some reworking and refactoring. Because it's designed to duplicate the current projectile instead of spawning some new projectile, the behavior depends on the original crystal. I ended up making a separate script …

1,613 views
blumagma711
February 18, 2024
Conquering Ciros Week 6: Time to Polish (Synergy Adjustments, Effect Fixes, Crystal Tweaks)
This Week's Tasks:

Now that our basic features are “complete” for release, there are a lot of bugs (visual or otherwise) that need to be ironed out. Synergies are one of the newest additions, so I've gotten a lot of feedback from the team for how we could make things feel more impactful, juicy, or b…

2,308 views
blumagma711
February 11, 2024
Conquering Ciros Week 5: Enemy Spawn-Rate Tools
This Week's Work:

Moving on from synergies and other new features, we're going into full balance and polish mode. One of our biggest points of feedback from gameplay testing has been gameplay length and difficulty. After a few minutes, the spawn rates get really overwhelming, and the whole screen wi…

2,944 views
blumagma711
February 05, 2024
Conquering Ciros Week 4: Elemental-Summoning Synergy
This Week's Work:

This is the last synergy planned for feature-completeness. They'll all need some polish and juiciness for the full release, but having the mechanics working was priority #1. This synergy spawns a non-damaging “tornado” projectile, which acts similarly to the Black Hole crystal abil…

2,799 views
blumagma711
January 28, 2024
Conquering Ciros Week 3: Piercing-Elemental Synergy
This Week's Work:

We're quickly approaching the end of the synergy list, which is good because we need to start getting all hands on deck for polish and improvements instead of new content.

Piercing-Elemental is another on-hit synergy, so the system works the same as the past two weeks. However, this…

970 views
blumagma711
January 22, 2024
Conquering Ciros Week 2: Explosive-Summoning Synergy
This Week's Work:

This week was focused on another synergy: Explosive-Summoning, which drops a mine whenever a summoning crystal hits an enemy.

Fortunately, a lot of the structure is already in the game. Last week we implemented another on-hit synergy, so that activation is already working. Additiona…

785 views
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