Ore Rush Trials Devlog: Forging the MVP on Otherworld OS!


Greetings Prospectors and Defenders!

The data streams are flowing and the logic cores are running hot here at the Otherworld OS dev hub! We're deep in the mines, hammering away at Ore Rush Trials as we get tantalizingly close to our Minimum Viable Prospect (MVP). It's a whirlwind of code refinement, pixel polishing, and intense trial runs.

Bringing the Battlefield to Life:

One of our biggest pushes right now has been making the core "Trials" truly visible and dynamic. We've been wrestling with some stubborn rendering sprites (pesky little code-gremlins!) to ensure both your stalwart defenders and the relentless waves of attackers actually appear correctly on the Otherworld OS interface. Seeing those lanes finally populate correctly with your team guarding the Sanctum gate feels like a major win!

But just seeing them isn't enough, right? We're now focused on ensuring the action makes sense. Attackers are being trained to respect personal space (their attack range, that is!) before they start swinging or spitting... whatever nasty things they do. You should soon see them advance, stop just within range, and then unleash their attacks. (Priority #2: Check!)

Alongside this, we're integrating the first wave of combat and skill animations (Priority #3). That satisfying thwack of a pickaxe, the crackle of energy for a spell, or the visual cue of an enemy getting stunned – it's all crucial for making the combat readable and impactful. Expect more visual feedback soon!

Ensuring the Spoils Flow:

What's a trial without treasure? We're also double-checking the reward pipelines (Priority #5). Successfully defending your claim needs to feel worthwhile, so we're ensuring gold, experience, and those precious ore chunks are distributed correctly after fending off the rush.

Other Polishing:

  • We've revisited the Travel Dialog logic, specifically ensuring the Sanctum is accessible when the requirements are met (no more arbitrary level caps there!).
  • The Sanctum itself is getting some usability tweaks. Building placement and upgrades should feel smoother.

What's Next?

The road to MVP involves lots of testing, balancing, and fixing those little bugs that pop up like unexpected cave-ins. We'll be focusing on:

  • Refining enemy AI and attack patterns.
  • More animation integration.
  • Balancing rewards and difficulty progression.
  • Performance optimization for Otherworld OS.

We're incredibly excited about how Ore Rush Trials is shaping up. It's built to be a core mini-game experience within the OS, offering engaging challenges and rewarding progression.

What are you most looking forward to trying out in Ore Rush Trials? Let us know in the comments or feedback channels!

Stay sharp, Defenders!

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