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This game needs to have stakes. In this case, as if you let the wrong duckys in, the pond becomes more and more toxic. As the toxicity grows, the "healthiness" of the pond drops and it turns from blue to a toxic, neon green.
This mechanic should handle keeping track of the "healthiness" of the pond and be able to adjust the color of the pond as well as it gets more toxic.
When it reaches "0" the game over screen happens, but that specific mechanic will be for a different issue.
The text was updated successfully, but these errors were encountered:
So, all the different assets now have different toxicity levels. Here's how I think we should do this:
5 levels of toxicity
We'll have 5 levels of toxicity, and each will have different graphical representations on the screen.
One of the monitors in the control room will also display a "health bar" that shows you which level you are currently on.
Level 1: Healthy
This is the toxicity level we start at. Everything is green and lovely at this level.
Level 2: Decaying
At this level, we're starting to see some decay, but it could be worse. Pond is yellow, the water lilies are turning black, but most of the foliage is still the right color.
Level 3: Disgusting
The water is basically slime, the cattails look evil, and grass is turning purple. This isn't water. Why are these ducks trying to swim in that? So gross.
Level 4: Toxic
Wait, why is everything purple? Pretty sure trees aren't supposed to be purple. You should get the hell out of here right now or you're probably going to die.
Level 5: Deadly
Everything is dead and so are you.
What's left?
Well, all the assets already exist to do this, so we just need to create the concept of a toxic, changing overworld in the code and put these assets to work.
This game needs to have stakes. In this case, as if you let the wrong duckys in, the pond becomes more and more toxic. As the toxicity grows, the "healthiness" of the pond drops and it turns from blue to a toxic, neon green.
This mechanic should handle keeping track of the "healthiness" of the pond and be able to adjust the color of the pond as well as it gets more toxic.
When it reaches "0" the game over screen happens, but that specific mechanic will be for a different issue.
The text was updated successfully, but these errors were encountered: