From ea947ed8693b82e1e912b849cad2e3199a2d2c8e Mon Sep 17 00:00:00 2001 From: Kayne Ruse Date: Sat, 1 Jun 2019 05:14:19 +1000 Subject: [PATCH] Wrote an update --- public/news/2019-06-01-01.md | 12 ++++++++++++ 1 file changed, 12 insertions(+) create mode 100644 public/news/2019-06-01-01.md diff --git a/public/news/2019-06-01-01.md b/public/news/2019-06-01-01.md new file mode 100644 index 0000000..540c71e --- /dev/null +++ b/public/news/2019-06-01-01.md @@ -0,0 +1,12 @@ +Equipped And Ready! +--- +_1 June 2019_ + +So today I've been working on the equipment system. You'll be able to see equipment as soon as you train scientists, although they can't be purchased, and offer no benefits. Yet. + +Next up is to make them purchasable, and after that I'll make them effective in combat. The way they'll be used is as such: Soldiers will, one at a time, take the most powerful weapon, armour and consumable, and use those during combat. If you have more weapons than soldiers, than some weapons won't be used. Likewise, if you have more soldiers than weapons, they'll go into battle empty-handed. And so on. + +About consumables... I'm not sure if I'll actually keep them as a gameplay mechanic or not. If I do, I'll either boost their power, or lower their cost, or something... balancing is definitely coming eventually. + +I'm thinking about implementing legendary items. That is, items that can't be bought or sold, and must be earned through ingame events. I could also implement badges for people to show off as well. But all of this is in the future. I need to get the core gameplay working first. +