Nekromanteia #4

Systems hell


I need a scalable system for upgrading your character in between waves. I spent a few days thinking about the best way to do this. Originally I had the idea of storing an array of possible upgrades as buttons within a singleton. The problem with this is I would need to create three buttons for each upgradable stat (one for each rarity) and also having all that information so spread out seemed like a bad idea for future rebalancing.

After watching a few videos about dictionaries in GDScript I felt creating a singleton that holds a dictionary containing all the information to populate the upgrade buttons on the level up screen was the best way to go (Brackeys showed up with his GDScript tutorial just in time).

After creating a weighted rarity system I used it to randomly populate the level up screen with four level up options in between each wave of enemies.

Outcome:

I need to make a similar system for the shop I had in mind but first: Items and units to populate the shop. One of my earliest ideas when I was coming up with this game was to have “Captain” units that fundamentally changed the way that certain unit types behaved.

Goals for the shop:

  • three to four rarities for each unit type: melee unit, range unit, bard unit, mage unit
  • “Captain” modifiers
  • strength pill (increases player melee weapon dmg)
  • calm pill (increases player ranged weapon damage)
  • mana pill (increases player magic weapon damage
  • “training regiment” for each unit type that increases their base damage/attack speed/range