Small roadmap for upcoming features
Weaponized Singularity » Devlog
![](https://img.itch.zone/aW1hZ2UvMjg3NjgzMS8xNzI2MTc1OC5wbmc=/x200/QmWaob.png)
![](https://img.itch.zone/aW1hZ2UvMjg3NjgzMS8xNzI2MTc1OS5wbmc=/x200/tGMi9K.png)
![](https://img.itch.zone/aW1hZ2UvMjg3NjgzMS8xNzI2MTc2MC5wbmc=/x200/8aMvHj.png)
We, as in Rami and I, are continuing development of the Weaponized Singularity. The GameJam version was basically a prototype, whipped together in less than 40 hours. We had challenges making more and doing it faster because we were building the game at Assembly Summer 2024 event floor.
![Game build Game build](https://img.itch.zone/aW1nLzE3MzM3NjAwLmpwZw==/original/Hlk2XS.jpg)
![Assembly Summer 2024 Assembly Summer 2024](https://img.itch.zone/aW1nLzE3MzM3NjA2LmpwZw==/original/MgPbCO.jpg)
The thing is, I didn't even think what we could add to the game until after the Assembly weekend. I got some ideas and started working on them. The upcoming concepts are now ready and getting implemented to the game. The main thing is "levels" as in incoming waves of increasing difficulty followed by a boss fight. Currently we have three or four bosses thought of thus far. These first four have pretty much the same mechanic but different ones should be coming later as we get the first ones off the table. For the bosses I use something I've programmed a long time ago but it seems to be fitting for the game; a 3d-vertex rotation routine. The bosses should feel different from the rest of the enemies because they have actual dimensionality to them. They will be shooting at you as well so the shield finally gets some use!
Weaponized Singularity
Defend the singularity from approaching unwanted threats.
Status | In development |
Authors | Tulenväki Productions, Teemu (Tulenväki), Amadan Interactive |
Genre | Shooter |
Languages | English |
More posts
- Released first version for the game jamAug 04, 2024
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