Eirwen Games

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Confetti Launcher, Hunter’s Rifle, Ice Blaster and more!

Hey everyone.

As I write this, I have officially wrapped up importing the full inventory and its crafting recipes into the game’s registry. Granted, not all of these items are fully functional (some require more work as art arrives) and several won’t appear in the game at launch. Even so, their metadata provides a roadmap.

Admittedly we’ve taken a small break here at the Rootreach team. Seeing how Artin needed some time off, I also decided to step away for some days and recharge my energies, so I’d feel ready for the next rounds of development.

Now that we’re back, I am happy to report this break has paid off. Artin is wrapping up on the emblems and is also in the process of conceptualising two quite important cave related textures. As for me, I have fully implemented all of Rootreach’s presently planned gun related weapons: the revolver, the hunter’s rifle, the confetti launcher, the spear gun, the scorcher, the ice blaster, the sylvatic sniper, the dark matter discharger and the star killer.

Each of these weapons is biome bound in the sense that exploration through Rootreach’s worlds enables the player to gather the resources which unlock their crafting. Weapons are directly tied to Combat and Science skills. This means upgrading either of these improves each weapon’s distance, fire rate, duration and damage. As for the items themselves, they are a lot of fun.

Projectile based weapons such as the spear gun or the confetti launcher provide creative ways to tackle one’s enemies. My friend suggested the confetti launcher looks fun at parties, and in a dangerous way I’m inclined to agree. Each individual piece of confetti deals damage and the amount of confetti fired is upgradeable. The sylvatic sniper has the edge of being able to fire poisonous darts. A chunk of the energy based weapons expulse a unique glow which permits the player to see in darker parts of the underground. Red for the Scorcher, light blue for Ice Blast, purple for Dark Matter and orange for Star Killer. Star Killer is unlike the rest; it emits a powerful solar beam which incinerates its targets at great distances. It is quite science fiction-esque.

I have been thinking through the dilemma of how soon these items should become available to the player. The problem with some of the later gun recipes is they require resources which are impossible to collect until their biome exists in the game. As we will be launching with four out of eight mainline biomes, not every gun may be immediately craftable. We may end up compromising by selling weapon packs ahead of a biome’s release or dropping rare late game resources as awards in some of our more challenging boss battles. The point is I want players to get their hands on most if not all of these weapons from launch.

Thanks for indulging me. I am very happy with how the combat is shaping up and I intend to deliver an equally satisfying system for melee. After this, I’ll be moving on to adding some creatures. I’m planning on designing place holder stick figure sprite sheets for the bosses. I have also asked Artin to concentrate his next efforts on blocks and wallpapers since their finalisation allows me to commence on my previously discussed bunker goal.

Love,Eirwen