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Well I got one new weapon done. Unfortunately I spent most of my time on game design last week on something else—I go stir crazy if I don’t game design for too long. I’ll talk about that other project some other time, either when it’s in an acceptable state to showcase or when RBH is done, whichever comes first.

More pertinent, I got the rocket launcher up and running. It’s a bit different from the one used by the missile turret enemies; instead of slowing to a crawl and stopping, these missiles start very slow and then accelerate. The actually missile bits do less damage as well, because enemies don’t have invincibility frames after getting hit and therefore being hit directly doesn’t make them immune to the explosion.

I have plans for another weapon but didn’t have time to implement it. That one will fire a five-shot burst with a very low fire rate, but the bullets will bounce off of walls, keeping them ‘in play’ much longer. Maybe I’ll go steal some guns from Enter the Gungeon, see what they have going on.

One of the reasons it’s difficult to come up with new weapons for RBH is that all of the weapons have very similar functionality. For example, one of the guns in cave story creates a protective barrier around you and when you stop firing, that barrier turns into bullets and flies forward. I can’t do that in RBH.

Until Next Devlog!

-DeusVerve

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