Destroyer - Development Update
Hello friends!
The release of the new version of Destroyer will be slightly delayed due to the amount of work involved. Quietly, I was hoping to finish everything by next Friday, but looking at the current scope, I can’t realistically guarantee that. What I can guarantee is that the update will be released by the end of the month.
You’re probably wondering what I’ve been working on. I’ve been thinking a lot about which direction Destroyer should go in, and honestly, I’d been mentally stuck in the sandbox formula you’ve seen so far for quite a long time, which made it hard to come up with something new. I played a bit of Condemned Bunker, read some more critical reviews of Destroyer, and something just clicked.
Up until now, the game has mostly been based, very roughly speaking on unlocking scenes, a bit like collecting all the Pokémon. That’s not bad in itself, but let’s be honest: the ceiling is much higher. I started wondering, since I already have a finished turn-based combat system in Condemned Bunker, why not bring it into Destroyer in a modified form?
At first glance, porting a ready-made system sounds like it should take no time at all, but in reality, it ended up taking several solid days. The good news is that the system itself is now fully functional and implemented. What remains is weaving combat encounters into existing storylines, adding them to random events, and creating entirely new story arcs built around them.
Overall, I want to introduce another layer of gameplay and some light micromanagement, and then build many stories around it, where defeating someone becomes a requirement, and to do that, you’ll need to actually develop your character.
What I’ve done so far:
Implemented the combat system
Added 9 different attacks that can be learned from trainers (Muay Thaison and Mr. Miyagi). Each attack has its own stats: minimum damage, maximum damage, accuracy, stamina cost, crit chance, and crit multiplier. I also added block (reduced damage taken + small stamina recovery) and rest (skip a turn, recover more stamina).
Added a training section for each attack (each level improves its stats)
As you can probably see in the preview, I’ve also refreshed the interface to be more pleasant to look at
Made small changes to the game intro (changed character avatars, added an audio track to the final intro scene)
Balanced the volume of all audio tracks in the game (nightclub, lottery win, successful online warehouse transactions, etc.)
The game now includes a health system for the main character. I plan to avoid infinite HP scaling for enemies - instead, they’ll use different weapons. For example, the port mission for Frank, where guards have guns, should realistically only be doable after prison, once you’ve learned and trained a powerful but risky kick that can knock out an enemy in a single hit, if it connects.
I’ll also need to add various interactions that restore health, trainer-related storylines where new techniques can be unlocked, and more. The full implementation won’t arrive in a single update, but there will be a substantial amount of content.
I also have some new music tracks prepared that I’d like to add to the nightclub - more on the meme side, because I want that location to offer a lot of varied interactions: flirting, fights, chaos, etc.
I’ve written way too much already, so I’ll wrap it up and get back to work. I just wanted to keep you informed and let you know what’s going on.
TL;DR: Destroyer by the end of the month, big changes, new combat system, new interface.
Much love to all of you, and I wish you a great weekend.
See you soon - hopefully very soon.
Comments (10)
If possible can fighting the fighting be cultivation based instead of items and consumables. Not in the since finding rare treasures but like. Destroyer skills dominate in combat, meditation restore full stats but meditation has restriction. The goal of fitness, mental, spiritual, and sexual dominance instead of gear and consumables. This way your achievements shape your character not your clothes.
That's actually a really great idea and I like the direction a lot. Focusing more on the character’s internal development fits the concept of Destroyer very well. I can’t promise that I’ll start implementing something like this in the next update, because systems like this usually require a lot of design and balancing first. But the overall direction definitely feels right. What I’m curious about is how you personally imagine mechanics like mental or spiritual development working in practice. In many games those kinds of stats end up becoming filler that doesn’t really affect gameplay in a meaningful way, and I’d like to avoid that. One thing that comes to my mind, for example, is introducing something like a charisma-style stat within the “mental” category, which could unlock different interaction options with certain characters. But that would likely require either reworking some existing content or designing it primarily for new characters going forward. The very idea of meditation, which we practice over time and which allows us to regain more and more health and energy each day in the main character's bedroom, also seems like a cool idea. If you have any specific ideas or examples of how something like this could be implemented in a way that feels useful and engaging, I’d love to hear them. I’m very open to brainstorming about it.
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