This week I continued work on my Teslapunk Gun and did some serious thinking about the design of Bomber's Moon.
The rifle had some issues, particularly with the magazine. I initially planned to make a leather harness that would hold all the glass spheres, however, I struggled to get that looking remotely realistic, so I chose instead to make a (probably formed metal) holster that would hold each of them individually. there are still numerous issues to address with the design of the magazine though.
I have been conflicted about how to design bomber's moon in a way that synchronizes the storyline and mechanics we currently have sketched out. My early thoughts on the solution are: Have the entire game take place within the vet's mind as he fights his way through his brutal memories of his time in London. Each emotion/color will be a separate questline, which can only be completed using the movement mechanics unlocked through completing various objectives in that questline. It needs some work, but I think this could lead to a design that doesn't distance itself too far from the story