>>535486963
I am already working in the second map, but my efforts right now are in learning the job system for unity, because I need to optimize the code for gravity. Right now having 80 enemies on screen is fine but I want minimum around 200. Enemies are not gonna be complex and will be very basic, I don't want the player surviving the game, I want them to focus on hunting as many demons possible.
The first map is simple intencionally so the player can experiment and digest the gravity system, each map will be more strange and complex than the one before, for now this what I have on my mind:
- Palace of Pride: A simple stage where you can have fun with simple gravity
- Sea of Greed: A big endless double ocean of blood, where you have to hop around to reach other Island/platforms
- Cavers of Sloth: A giant planetoid with a smaller planetoid inside, if you fall inside the smaller planetoid, you will be falling into the giant somehow (I don't know how to explain it well in text)
- Corridors of Lust: Twisted cylindric corridors, the theme is a striptease club, something like the one in persona 4.
- Halls of Gluttony: The gimmick will be portals.
- Starts of Wrath: I will shameless go full mario galaxy with this one, infernal lava planetoids and you jump from one another in a big space.
- Heaven of Envy: Demons posing as angels and trying to imitate paradise. Hardest level combining every gimmick/tech.
And... if I have time I will make a bonus secret stage called Fiend's Castle, based on my first game just for fun.
>>535489323
I wanna keep working on Dungeon Watchers, but I am focusing on Guns and Nuns because I wanna make a nice demo. Originally, this new game was just a test for the Low Poly Day on Newgrounds, but, because I saw a good reaction from the people that played it, I decided to keep working on it.