There weren’t many updates this month, partially due to the holiday period and partially due to me taking part in Ludum Dare 34. Below you can find all the changes I made to the game.
Level Intro Animation
The first thing I did this month was to create a level intro animation. I liked how it looked, but I don’t think it suited Retool. The animation suggested that Retool is some fast-paced game, which it obviously was not. Back to the drawing board.
Level Objectives
Created all the level objectives for Retool (the goal in each level). There are some generic ones such as getting to the exit, killing a target and killing every guard on a level, but the unique ones are retrieving a keycard and saving a NPC. The keycard objective is where the player will have to find the right guard, eliminate him and steal the keycard. They will then have to take the keycard to the exit. The card also drops if the player is killed, which means they will have to retrieve the keycard again from their previous dead body. This already sounds a lot more exciting than getting the diamonds in my alpha builds of the game.
The NPC objective is simple in concept but exciting to play (well at least it was when I was testing). The goal is to find the NPC in the level and lead them to the exit. To add a bit more challenge to this objective, the guards, electronics, and even the player, can kill the NPC. To ensure that a loss screen is never shown, the NPC will automatically respawn from a terminal near its spawn point. This means the player will have to retrieve the NPC again and get him to the exit.
Electronic Functionality
Created the functionality of all the electronics in the game. Now I am just waiting for their meshes to be created.