Development Road Map #1
Hiii! :3
I don’t really know how to start this so i’ll just start:
After the game jam concluded (and a few weeks have gone by :x) I still have a few ideas for the game and would like to implement them. I initially had many of these during the 1 week development but had to put them in the drawer due to the tight time constrain. There are some mechanics i would like to add like items and definitively more potion effects. I would also like to touch up the background a bit more and make some more potion visual effect. A multiplayer mode was one of the first ideas from the few people that commented during the game jam. That sounds like a good idea but for a later date. First i like to priotitize single player to really get this cleaned up and more varied.
I’ll probably use this post to just vent ideas in a long list with comments and the like. Later I’ll post progress and other interesting stuff that happens during the development if i remember to post it. The end goal I would like to achieve would be a Steam release with a game i can be proud of. It doesn’t need to be much, just a bit more developed than a one week rush job. (still proud of that one tho :P) There is no fixed release date as of now but it should become clearer as development goes on (hopefully).
Thanks for stopping by!
Ideas
Mechanics:
- more potion effects
- timed death effect
- modifier for next damage (Resistance/weakness)
- maybe damage types
- some random fun effect to replace neutral/nothing as second effect
I had the as one of the frist effects and even implemented part of it into the initial game jam release version. In the spirit of more magical potions i also had the later idea for different damage types like frost fire or shock. Some resistance effects could then also follow. What I’m not sure however is how that’ll effect game play. It would become more interesting if your enemy had a weakness you could exploit. Maybe in a story mode where you also contribute potions to the mix instead of truly random potion effects. Altho that could still be used in a final fight against the connoisseur.
- enemy and palyer items.
- mix potions to combine effects
- skip enemy turn
- heal
- force a potion on enemy
This is also an initial idea altho scraped right out to focus on the potions themsleves. I took inspiration from buckshot roulette just kinda with potions.
Visuals:
- Better Backgrounds
It’s ok right now, but i would like to refine it into a more refined dive bar. Maybe with some gold trimmed furniture and some fancy paintings. The original background could be used for the tutorial or similar easy fights in a story.
- refining the Connoisseur
- item use animations
- potion feedback animations
- some text or dialogue
This follows the backgrounds as it should be at least fitting to find a refined mobster in more than a brickwalled cellar.
- a story (maybe)
I have some snippets and idea scraps that could be strung into a fun story. The protagonist searches for someone maybe or wants to climp the ranks of the mob to become famous or something similar. It should stay or possible become more whimsical and cartoony as to not take itslef too seriously. A little fun game like now. This would of course entail also more mechanics and the like which would become its own dev log. I’ll keep you posted.
Fixes:
- End Screen not working properly
- lauging on player defeat not working properly
- connoisseur drinking potions during victory/defeat screen
- reseting sometimes carries over potion effects
All of these are known to mee since development. I probably screwed something up in the code surrounding the round mechanics. As of right now i have probably too many checks in the hopes of stopping before it drinks another potions and not resetting effects properly.
QoL:
- proper Option menu
- volume slider
- main menu/title screen
- seperate defeat/victory screens
- controller support
- colour blind options
just some quality of life features i already find fitting. The differnt menu screens and end screens are one of the first things I’ll do probably. Just to fix these small issues. Controler support is one accessability options i would like to implement just to give more people the option to play it and for steam deck support at a way later date. Colour blind options are also on my mind but as of now i don’t know how that would be implemented. I need to do more research here but shaders seems a possible solution.
Get The Poison Connoisseur
The Poison Connoisseur
A small game where you challenge a shady bar owner to a special drinking game.
More posts
- Added a HTML Version76 days ago
- A few screenshots79 days ago
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