Devlog #6 - Preparing for MOJO!


Hey Hey!

This was a busy week, as we are now on the final stretch of our prototype's preparation for MOJO, this upcoming Monday!

We have been working mostly on the player progression and visual feedback to actions. We've also prepared a playtesting plan to put in motion at MOJO, which we will prepare for in this weekend.

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Luís:

This week, apart from the tech doc that i was in charge of, I have been assigned with map events, a type of node in the level tree that allows the player to choose several options, including adding different units to his army. Moreover i created the main menu.

Lucas:

This week, I made a lot of new types. First I made the arrow compatible with the fireball and magic ball, then I created several unit types. Here's the new list: Infantry (contact), Tank (contact), Kamikaze (contact), Archery (arrow), Crossbow (arrow), Pyroman (fireball), Mage (magicball), Finisher (magicball).

The arrow has a single trajectory, the fireball follows its target, the magic ball follows the lowest opponent

Hélio:
I have been occupied mostly with unit squads and formations, improving the visual feedback regarding these mechanics. With some tweaks here and there, even managed to give the player more freedom in how to command the multiple squadrons, allowing the selection of more than just 1 single squadron or the entire army.
Will try to get random enemy formations ready before MOJO, as that was originally assigned to me.


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