Hello all, happy new year! This is obviously the last devlog before the end of the year. Ill try to keep it short. I think there probably wont be too much to discuss anyhow. Lots of work happening, but this has been one of those months where all the effort goes into one system so there isnt a wide variety of things to talk about. Admittedly, December is also one of those months where things are a bit touch and go because of all the holidays.
So, to get into it this month was about combat, as I believe I talked about last time. Good progress has been made, but there is still plenty to do. As a basic refresher the combat is going to be turn based. Below is an image of what the general battle screen will look like. As usual, youll have to ignore the temporary sprites. My drawing skills peak at using the fill tool to color in a box. Even the sprites that look completed may have another pass, so its all a work in progress.
Each turn the player will have a few points (AP) to work with. You can have two active classes giving you a total of 10 spells (5 from each class). Each turn you select the spells you want to cast and then select a target. Enemies will always perform one action per turn in response. To account for enemy speed however there is also a round based system in play. If you look in the top right it shows the turn order for every combatant in the round. Depending on how fast a unit is they may only get one turn, or they may get several during the round. Bar buffs the player will likely always go once per round.
You also have your familiar (which currently looks like a red box) which you will also control. The familiar attunes elements and has a more simplified set of commands per element. In addition, you can flee obviously and use items.
To touch on items I think they will be restricted to alchemy items for the most part. The idea here is that using items will either have a cooldown rate or youll only be able to take so many into a fight. This is mostly just to prevent item spam. The general idea though is that alchemy will have some damage or status items as well as basic things like healing potions. So if you want to go hard into alchemy to boost your combat performance you can.
Outside of that the other thing, that maybe doesnt need to be said given the temporary assets, Id like for there to be more info at a glance than what you currently see. Currently all you see are spell names to pick from. If you hover them you get a description but Id like to add things onto the buttons like AP cost at the very least and perhaps other things like what buffs/debuffs they apply, etc. As I believe I said last time, the less you have to dig through menus or hover buttons and read tooltips the better. Aside from buttons, status effects should be visible as well so you can easily look and see what you or an enemy has applied at any time. Im debating on showing enemy HP at any given time, so that might show up as well.
So there is obviously still a lot to do. The end of this month has been overtaken by the holidays, but prior to that I was at the point of implementing combat calculations. Without going into detail that basically means the math that calculates damage or other effects when you cast a spell. Thats a very large task, but once an algorithm is set it should come together pretty fast. I already know how damage is calculated via a spreadsheet I just have to make the code actually handle various effects and modifiers so it calculates correctly.
At this point a good chunk of combat is actually implemented. All the UI that you see in that image is functioning properly. Ive also already figured out enemy stats and balancing for the first segment of combat. To explain that combat is effectively split into 5 levels (or 6 for the player). Depending on where you are in the world enemies will be at a certain combat level. This means if you wander around at night you may run into dangerous enemies depending on where you are. Outside of the mines though you can only be attacked at night so if you want to avoid combat ideally, youd just sleep at night. That said the overworld sticks mostly to low level enemies, the more dangerous ones are deep in the mines or locked to a few specific areas.
Aside from all that, loot still needs to be set. Fighting enemies will yield items that you can use. Mostly stuff for alchemy, but some of the items have wider uses as I recall. I think one example was tailoring. I dont know if Ive mentioned that, but where in the current version of the game you can just make cloth in the new version there will be a fairly simple tailoring system where you can turn cloth and other items into clothes which you can sell. Sort of just a way to flesh out those items and make them more profitable if you want to go that route. In terms of complexity it will likely be similar to something like smelting ore where you just click a button to craft the item assuming you have the materials.
That is mostly it for combat however. Ive still got a ton of work to do, but once the holidays are done I should be able to focus more fully on it. Im really hoping that by the end of January it is done or at least done in the capacity of the first combat tier. Ill likely be adding combat in tiers as I add levels to the mine. The current plan is that the initial version of this that goes live will only have the first mine level. Which as a reminder there are only going to be 5 mine levels but they will be large and laid out more like dungeons to explore.
Aside from combat Ive been working to get sprites added back into the game. I didnt realize how many art assets there were until I had to start moving them all over. Ive also been working on fleshing out characters and writing stories. I also just started working with my artists to look at the character portraits. Most if not all of them are getting a minor makeover. Something to make the characters more unique looking so they dont all blend together as much.
I think that covers basically everything for now. Apologies that there isnt really anything new to talk about. Combat was always going to be one of those big systems that was going to take some time to complete. Im hoping that by the end of January Ill have it basically done but well see what happens. Anyway, thanks for sticking with me through this year. With any luck it will all be worth the wait. I hope you all had a good holiday if you celebrate. I wish you all a happy new year, and Ill see you all in a month as usual.
[ 2024-12-31 20:41:22 CET ] [ Original post ]
- Verdant Village Linux [304.58 M]
Features
- Create A Thriving Farm: Start with nothing, and with little more than the sweat of your brow turn your property into a bustling farmstead.
- Master Skills As You Progress: No one starts out as a master. Level up your skills as you work. Complete specific tasks to gain powerful perks to help you succeed.
- Uncover Lost Mysteries: Search throughout the land for hidden artifacts to piece together. The Empyrean Vale is vast and full of history to learn and history to unearth.
- Make A House A Home: Decorate your new property with a variety of different objects. Place whatever you want where ever you want it and truly create your own slice of heaven.
- Meet The Townsfolk: Interact and speak with over 40 characters living in Amberglen and beyond. Each character has a personality and story to tell.
- Cast A Line: Visit the multitude of different fishing spots spread across the vale. There are over 100 fish to catch, split between different environments, seasons, and times.
- Have A Taste: Learn to cook a litany of different meals. Get the locals to teach you different recipes and become the best chef in Amberglen.
- Lend A Helping Hand: Find and complete a variety of tasks for villagers. You'll find that everyone needs something done. Most are willing to teach you something in return as well.
Features To Come
- Hunting: Hunt a variety of animals in the nearby forests of The Empyrean Vale.
- Alchemy: Craft numerous potions and other odd items to sell or use.
- Combat: Battle your way past any threat you come across.
- Marriage: Find a spouse and court them.
- Sailing: Build a ship and sail the bay.
- Much much more
- OS: Any
- Processor: 2.0 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 512 MB Video Memory
- Storage: 400 MB available space
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