Gennady DevLog #02: Mobs, money and two dashes

Once again we welcome fans of tentacles and bloody mess, we continue to share with you details about the development of Gennady.
Over the past month we have fully drawn and animated all the mobs in the first biome, laid the foundation for their behavior in the engine, started work on the live currency and tidied up the dash system.
[h2]There are no vacancies left at the meat processing plant![/h2]

Multi-eyed, flying, muscular, alien creatures of all stripes. Some of them eat, some of them just hang around. It's just like humans.
Most of them are hostile to the main character, which is not surprising. Others are just doing their job, or trying to escape from the place.

Their behavior is quite primitive. This is the first biome and we, as developers, have to give the player a chance to survive, even if it is small. All they can do is walk back and forth and attack. But some of them will surprise you.
We also thought it was fair if the player wasn't the only one suffering from production injuries. So any mob (if you're lucky) can be crushed by a meat press, or drown in a puddle of green slurry.
[h2]A Mob that can do anything[/h2]
Or base mob. In essence, it is a universal constructor, with which we can build a specific mob. It has all the functionality we need: how it reacts to obstacles, how it moves and under what conditions it attacks or dies.

The more we add features, the more behavioral options we can use, creating unique game situations. For example, with its help we collected the first mob - a larva.
[h2]It's alive![/h2]
Imagine how you once again destroy another mob and get your hard-earned money. But what if this time the money will not watch and wait while you greedily collect it, and start running away? This is exactly what will happen in Gennady.

Larvae are money, get over it. Such is the economy of the alien world. They reside inside bio-blocks and mobs. When the larvae are outside, they start spreading out in different directions, which makes the player put a little more effort to avoid being left on the street in his underwear. Considering that they can be of different sizes, your eyes start to light up at the sight of a fat and juicy larva. And since we've established that it's fair game, the precious larvae can be crushed by the press or other "safe" mechanisms of the workshop.
[h2]A little dash[/h2]
In retrospect, dash has been our core game mechanic since the days when Gennady was developed for mobile devices. Back then, the dash was only required to rush forward, destroying bio-blocks in its path. The game has changed, and dashing has to change as well.
Now the dash is becoming a more complex mechanic. We're starting to put game progression into it, such as the ability to change the direction of the dash, or charge regeneration. These are all future artifacts and enhancements.

Also the dash will have charges, which the player can replenish by savoringly destroying alien faces and bio-blocks. Or just for passing rooms. And if you already imagine a situation in which you will not have dash, do not worry. Since we have a fair game, the first charge will always be regenerated, albeit over time. So we won't leave you with a bare ass!
[h2]And one last thing[/h2]
Don't forget to subscribe to our social networks, leave comments and share your opinion, it's very important for us, especially in the development phase. Thanks for reading and see you soon!
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