In Basement Raid, you use a variety of both classic and crazy weapons to fight through a deadly futuristic dungeon.
Get the game: https://century178.itch.io/basement-raid

In Basement Raid, you use a variety of both classic and crazy weapons to fight through a deadly futuristic dungeon.
Get the game: https://century178.itch.io/basement-raid

This update is simply for improving the first demo after it was released. Since this demo was so small, I didn't need to do much.
I don't think this demo needs any more improving, so now it's on to further developing the game itself. The second demo will most likely come out sometime in August and will showcase different stuff. I don't plan on doing more than three demos before the final release.
Thanks for reading!
This update changes a lot about the game so far. We have a new weapon, a new obstacle, and smarter enemies!


You can expect more in the future. Most of the weapons so far are fairly standard, so you can expect more unorthodox ways of murdering the opposition. I'll also add new enemies ranging from variants of the classic enemy to foes with entirely new behaviors. The environment will also be spruced up. From decorations to hazards, each room will be packed with stuff. Overall, this game will be a lot more packed.

I'm a day late but here it is!
A relatively minor update, but there are things to talk about!


I'm still trying to get the combat in a good state before I handle things like level making. My two biggest concerns so far are weapon balance and enemy behavior. However, I expect to get the combat where I want it to be in either one or two updates. This was a much smaller update than last time but I'm still satisfied with my progress. Overall, the development is still going smootly and I continue to be on track for a demo in August.
The turret design looks great. And I like the fact that the bottom part of the turret remains there after destroying it. I think if you add more enemies and unique behaviors that’s a very simple way to boost your combat mechanics, it can also give you ideas of new abilities for the player that can take down such attacks. As a player, I’d be more interested in a game that is very challenging rather than too simple
The combat is a lot different now.

One potential change I might make in the future is putting the melee weapons in a dedicated melee slot instead of having them in one of the three gun slots. I may also get rid of melee weapons entirely since their lack of range makes them simply worse than guns, especially since it's hardest to dodge enemy attacks when they're up close, meaning they're currently redundant. Other than that, it's almost time to start making levels.
An mostly behind-the-scenes update on what I've been doing. This didn't add much to the game itself, but it was a necessary update for me. One of the explanations is also especially technical, so it may not be easy to understand.
This was a pretty wordy post, but I think it's good to give a behind-the-scenes look at how I make things. At this point, every main system should be good to go, so now I just need to make new weapons, enemies, and other things then I can start finally making levels.
An update dedicated to items.

I believe I am on track to get Demo 2 out when I want to, which is good. Not much else to say, other than that I may be slower to get things done from here on out because school is starting back up and I'll need to focus on that. However, it will not stop me.
I'm a day late but it's still coming!
Sometimes, things blow up in your face.
One more thing to note is that I may have to delay Demo 2 because I do not think it will be done this month. Just about this game's entire development has been done during summer vacation, but with it over, I can't just work on this whenever I want. I was originally planning for a December release, but may have to delay it to next year so it can be the best quality possible as I will sell it. If I cannot justify even a $5 price tag, I refuse to release this game until I can.
I might also hire a musician at some point since I don't have the skills to make music. I made the first demo's tracks myself, and they're just mediocre. Most quality samples and sounds are locked behind paywalls and the software I originally used for music just kept crashing. Until I can afford better music, I might compromise and just use royalty free music for Demo 2. For other parts of the game, I will continue to do it myself.
Overall, not everything goes as planned, but that's just how game development is sometimes. However, the game goes on.
A little bit of needed polish and extra flair.
Redoing the animations was the biggest and most tedious part of this update. I kept redoing animations over and over again because I kept starting over to try and make the process easier. At the very least, I now have a base for animations so new weapons can have their animations done easier and faster. Besides that, development is still going good. I think Demo 2 will be released in September and be much different from Demo 1. It will be posted to the same page as Demo 1. I am currently unsure if I will go for a third demo, as I am conflicted between a December release and an early 2025 release.
Some new stuff, some old stuff made new.

I'm done with making new weapons for now. While I enjoyed the process for the most part, I need to start working on other things, like level design, bug fixing/polish, and new enemies/obstacles. I might not be able to get good music into the game before the second demo releases, so I'll either reuse the same tracks from Demo 1 or get some royalty-free tracks as placeholders. I'm aiming to have at least 3 levels ready for Demo 2. As things appear right now, a 2025 release is most likely.
It's coming along nicely. Since my changes are all over the place, I'll just list each one as its own section.
This new screen has the item buttons as a vertical list instead of a horizontal grid. The info and stats sections have also been combined into one. Instead of the info being given when you hover over an item button, it appears when you right click the button. Attributes on items are now colored, with positive ones being green, negative ones being red, and neutral/important ones being yellow. The new information section now has a scrollbar, which solved the issue I had of certain item descriptions having to have really small text to fit big descriptions. This menu should be a lot cleaner now.

Soldier behavior has undergone two changes. First, they now wait until they have a clear line of sight on you before firing their weapon. This means they are less likely to shoot walls and also will not waste ammo trying to shoot you when they clearly can't hit you. Second, they can now target different things. They can target breakable objects whenever you aren't in their range. However, the player is prioritized above all other things that soldiers can shoot. Here's how a soldier script looks in the Unity inspector with the parameters being for a grunt.

I decided to bring back player cosmetics. I originally had 14 outfits in the files back when Demo 1 was released, but didn't wanna deal with cosmetics so I scrapped them. Now, I'm bringing back the 8 best options. If I let you customize anything other than the hat, it'll not be anything more than your skin color and possibly an item worn on your back. I'm not sure if you'll get to see them in Demo 2, but they'll be there when Demo 3 comes out, or otherwise when the game is fully released.

I think I'll be able to get the second demo out this month like I planned. I decided I'll just use the music from the first demo for this one. At the very least, I think I'm gonna get a stream of income soon, so I'll likely spend some money so I can make better music. I figured this is a good time to have a budget since music is very important for a game. Like the first demo, Demo 2 will be a WebGL build, so no need to download anything. If I have to delay it to October, I won't delay it again.
Funny note: I'm using the devlog community board instead of the proper developer log section because I literally did not know there was a whole main section for devlogs. I just never noticed that there was a button I could click on to see them. When I was given tips on making devlogs, I was pointed to here. I only really use this website for getting my games out there and hosting jams, so I don't really follow anyone. When this game is done, I'm just gonna use the actual developer log section for future projects.
Welp, there goes the promise of giving an update every two wednesdays. I'm a day late to this one. Oops! Anyway...
Demo 2 is out! I think it's a massive improvement over the first demo and really shows my progress. This is a small update because it was pretty much just finishing this demo and releasing it. I believe I will end up releasing a third demo, though this release date is entirely unknown. It could be a couple months, it could be next year. I ended up deciding not to bother with the cosmetics this update since I was running out of time (I released the demo just before October began) but they'll be there in Demo 3. This demo is on a separate page since I felt that was best instead of having every demo on one page like I originally intended.
A mix of stuff.
Here's the code for target choosing logic. First, the soldier gets a collection of all colliders of certain layers (groups), in this case the priority target layers, in its attacking radius. If it gets any colliders, it sets a base distance to compare to, then goes through every entry in the collection, ignoring itself if it detects itself. With each entry, it compares the distance between itself and the object and checks if it's lower than the previous shortest distance. If so, that object becomes the new target to compare to for future entries. If the soldier doesn't find anyone that isn't itself, it declares its target null (meaning there isn't one) then repeats this check for the non-priority target layers. If this second check fails, the soldier will not have a target at all, so it just goes about its day instead of trying to shoot the target.
Note: This code may contain bugs, so be careful if you copy it for yourself.

Overall, a pretty good two weeks. Not much to say that hasn't already been said.
I've been rather busy lately, so this one is rather small.


Nothing to say for a conclusion, but things are fine for me.
You know you got your priorities straight when you take several months to do simple things. Oh, and I added some more stuff.

When you're focused on making new weapons and stuff, you kinda forget that you gotta work on other things too, like game feel. I've still yet to do that enemy grabbing weapon I promised some time ago, but I have no doubt I'll get to it eventually. I want to do a few more weapons/items, like a weapon that does a charge attack and stuff. I think a good final total would be 20-25 weapons before I decide I've made enough. I also have some new stuff planned like explosive barrels, lasers, and other things to spice up the environment. I've been neglecting levels so much because making levels just bores me. I think adding more things to put into rooms will make it more entertaining for me because what I do for the game is 25% what progresses development and 75% what I want to do at that moment. Anyway, development's going good, hopefully whatever you're doing is also going smoothly.
Less is more, but so is more.
A mock-up example of a switch that would unlock a door when shot.

A mock-up example of a table (semi-wall) and some explosive barrels.
I really condensed the weapon selection, now there's only 14. I think I'll just add two more, then leave it be. That would mean 15 actual weapons and one joke weapon (hydrogen bomb my beloved), which is pretty good IMO. I decided I won't be doing the claw gun because it wouldn't be very good as a weapon. I'm also considering adding alt-fires to most weapons to make them more interesting, especially since I most likely won't be going above 16 weapons now. I redid some menus as well and added a music manager that lets me have music persist across levels and menus. Finally, I'm considering doing an early access session (up until release) instead of additional demos. This would make my changes more visible, give anyone following this game's development more content, and let me build up a community better. Overall, a bunch was changed and I'm pleased with the results so far.