Blog Entry Title: Morale and B features


HELLO WORLD!!!!

For this blog, we will be covering the interesting world of development.

Specifically team morale and our games B features...

This week I will have the privilege of giving you guys some insight on our progress so far!!!

We made strides on AI, player-related mechanics, sound, user input, weapons, etc!

Since it is time to focus on what we are covering today let us jump right in!!!

For Deadlands Duel we need to start stepping in and pivoting towards the finish line, this means we need to start standing out as the game we intended to be from the beginning! This means we need ways for our players to know this isn't just another COD zombie clone...

B features! B features! B features!

I will be nailing down arguably the most interesting B feature of our game!

THE VENDORRRRR / TRAPS / AUDIOOOOO

This individual will offer a stark contrast in gameplay, especially when you are tired of your current armory, murdering zombies, or just want a buddy to vibe out with in between rounds feel free to find one of the vendor locations and grab a contract or weapon!!! The vendor might have traps but we aren't sure if he will sell them separately or if they will only be craftable.

This vendor is a gambling man, meaning, you can't ensure what you are gonna get except one thing is for sure, the vendor's got you covered.

The CSGO case roll inspires us and want the selection of guns or contracts roll to resemble the roll of a skin in CSGO to ensure your heart rate never dips below 160 BPM...

Traps will be a huge turning point in our game because it will automate defense and give the player other things to keep them on their toes.

Contracts will be a major test of a team / player's flexibility when it comes to their playstyle and skills. Contracts are similar to special rounds in that they introduce the player to different obstacles but the contracts change the name of the game, the success of a round when a contract is active is dependent upon the contract completion! 

This keeps things interesting and ensures the game won't be a zombie killing simulator.

I look forward to showing you the progress in the next blog post!

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