The psycaster classes are now available in the encyclopedia. While their perks' names on this set of classes remain the same, their functionality suffered great changes, and the results can be found here.
So, what's new about the whole job situation to become a full-time game
developer? Well, the response is tied with what chance will be brought to the
table next week. There are some pending issues at my job which involve going
to a new project, which may not fit my current needs and expertise.
As
destiny plays its card, I started working on Archrebel: Prelude to get
myself familiar with Unity's 2D functionality to create a proof-of-concept
strategy/roguelike game I had in the drawer for a long time.
To my
surprise, in 7 days, I managed to develop nearly as much as I had done
previously in 4 months creating my own engine and editor for the same project.
Sure I knew it would be faster but not this faster.
Below is the
resulting effort. I drew all sprites myself, learned to use tilemaps, tile
pallets, tile slicing, implemented pathfinding and got the grip of some
critical features like layer sorting, which was getting on my nerves at first,
and develop a grid (thanks to Code Monkey on youtube) to work with pathfinding
features when using tilemaps.
So, yeah, I'm quite pleased with the results. Archrebel aims to be a strategy game with a 20 mission campaign. Units can be customized, upgraded, hired, healed, and repaired (in the case of droids/robots). You will get paid with the completion of primary and secondary objects and all equipment you grab from enemies can be sold or added to your arsenal. With a persistent army, your successes and failures will reflect on the performance of future missions.
As for Underlair, "my precious", I'll just continue to upgrade its encyclopedia, for now.
Stay safe!