New, simpler UI in place. I definitely dig this direction; the focus is back on editing the parameters to get the feel you want. Also, I’ve started the game out with a nigh-unplayable tuning, forcing the player to do some serious tinkering with the various parameters right off the bat. I’ll add in functionality to show/hide the parameters and sider next.
After that, I want to pursue the structural changes mentioned below, making the game much more freeform and exploratory, as well as adding a bunch of new enemies and environmental objects. My current thinking is that I want to create a leveling system whereby you get experience points for defeating enemies and completing objectives. Experience points will upgrade your various abilities in some way, either by increasing the total tunable range or by simply increasing your health and damage dealt per attack. Additional parameters to tune will still be scattered throughout the level, but the level will sprawl on and on, possibly with entrance and exit points so I can spool in different pieces (if it gets too big.) I have the more recent Castlevania games in mind. We’ll see how it works once I have ‘er up and running .