FromTheVoid Devlog #6






Hello again, everyone!
I have been hard at work expanding the game over the past couple weeks. Once again ran into many roadblocks, but they are nothing I can't overcome. So let's talk about some of what I've done, what I've improved, and what I've learned!
Level 1 is now in the game! Titled "Cleanup Duty", your mission is to eliminate the few entities remaining after a void incident was resolved. While the placeholders still exist, this map layout provides some good test data so I know how enemies move and see. It's not much, but it's a new level nonetheless! Below are some screenshots of the new prototype map.


There is one enemy spawn close to the friendly spawns which I felt could introduce a sort of roadblock so the player could decide how to engage this enemy while moving onto the bigger contained group. Of course this is a very basic map and should be taken as a test/trial for future maps.
Now, on to the second big addition: Rewards! Finishing a level provides you with set rewards. Currently these rewards are either VoidShards, or Coins, but probably both. This system provides the basis for farming and level completion rewards! I am very excited and can't wait to implement these big changes in upcoming levels and updates.

This is the reward screen. It starts blank with a simple button to close the panel. The rewards will be populated here, but how are the rewards decided and how are they added?

The rewards are displayed through a prefab I made which consists of an image and a text box. These two will be changed depending on the reward and the value of said reward.

Above is the result of adding 2 rewards to the panel. These are default placeholder values and are changed depending on the rewards I want to set

In the above image I have a ScriptableObject which holds all the rewards for that level. In the future, this will hold both first completion rewards, as well as multi-completion rewards. This works through a custom UI made for this object. You click the "+" to add a reward, select the type from a dropdown menu, and then enter an amount to give the player. Most likely a min and max value will be provided for random reward value generation on any multi-completions for later implementation. Each reward type is associated with an image in a dictionary and is pulled upon when creating the reward page.


There you have it! The rewards listed in the reward object are reflected in the reward panel and added to the player's balance, which is displayed on the main menu.
A lot went into reworking the current code to accommodate these changes, as well as to make way for future changes as I un-hardcode things I made in a hurry to finish for a project. A lot more work to do, but it's turning out great in my eye!
My next big update will include a new unit and a new mission, so be on the lookout for that! I also want to prioritize reworking how the player interacts with the battles as it is very buggy and messy.
Until next time everyone; Thanks for reading!
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FromTheVoid
| Status | Prototype |
| Author | Winterleaf56 |
| Genre | Strategy |
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- FromTheVoid Devlog #1Dec 13, 2024
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