Over the past couple of days, I’ve done a lot of work on the equipment system. It was harder than I expected, but now you can equip various types of items that determine how your attack works. This is the core of the “algorithmic shooter” concept we originally devised together. In Paraplu, your attack is calculated based on three types of equipment. From our internal planning site:
– Weapon determines ROF, bullet type, range, damage.
– Costume adjusts ROF, damage, range. “Firing upgrade”. No costume should be objectively better than another, and most should offer similar factors of improvement. We want costumes to be valuable and interchangeable throughout the game.
– Accessory adds special effects of all kinds: number and direction of bullets, explode on impact, swirly paths, poison, fire, et cetera. “Meta upgrade”. Practicality of these can vary widely.