Moderator
Staff member
Moderator
- Joined
- Oct 2, 2009
- Messages
- 566
- Reaction score
- 125
Hello RageZone Community!
Big Update (2026): I started from scratch and made the project in the Godot Engine and adjusted the game's focus a bit.
The game is a mining adventure inspired by the classic Mining Boy (굴착소년쿵) from ijji.
Current Development Progress
The main hurdle right now is game balance. Once the remaining basic mechanics are solid, I’ll begin extensive playtesting to tune the progression pacing.
Big Update (2026): I started from scratch and made the project in the Godot Engine and adjusted the game's focus a bit.
The game is a mining adventure inspired by the classic Mining Boy (굴착소년쿵) from ijji.
Current Development Progress
- Character/Movement (90%) – Walking, drilling, oxygen, HP, drill heat, jetpack/flying, and fall damage are fully functional. Still working on smoothing out the overall physics feel.
- Map Generation (100%) – Procedural generation is complete, including Dirt, Sand, Lava, Monsters, Rocks, and Ores. Depth scaling is implemented: going deeper requires better oxygen gear, increased flashlights/lanterns for darkness, and tougher terrain to mine.
- Inventory & Gear (100%) – Fully functional system including action bar assignment, real-time stat updating, and equipped gear visibility.
- Storage Systems (100%) – Fully functional bank/storage system for items and resources.
- Items & Equipment – Basic roster implemented: Helmets, Chestpieces, Legwear, Boots, Jetpacks/Backpacks, Drills, Lanterns, Backpack Extensions, and Dynamite.
- Visual Effects & Polish – Screen shake while drilling, heat haze near lava sources, dust particles, and dynamic ore sparkles.
- Shops – Basic functional UI stocked with all current equipment tier items.
- Boss Encounters (Early Stage) – First prototype boss is active with working movement patterns, laser attacks, and homing rockets.
- Crafting (0%) – Currently rethinking this mechanics tree. Considering shifting focus away from raw gold/money scaling toward a crafting-centric progression system for gear.
- Sound & Audio (0%) – Planned for a later pass.
- Storyline (0%) – Narrative elements pending core loop completion.
- Multiplayer (0%) – Low priority; focusing purely on single-player loop first.
The main hurdle right now is game balance. Once the remaining basic mechanics are solid, I’ll begin extensive playtesting to tune the progression pacing.
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