Devlog 9 - Axe and Bow skills and lots of little changes
Added a bunch of new stuff to the game. getting preeeeetty close. Game jam starts tomorrow, I'm hoping I'll be able to finish my prototype level by then
Features Implemented:
Implemented all bow skills.
Centralized all damage, armor and health numbers in one Formulas script. Add global coefficients to universally raise any of them.
Added the concept of being knocked down and losing a turn
Added condition checks so some skills don't show up unless conditions are met
Combat log is now 17 lines long
Projectiles now come from agents. Visual only
Updated where weapons appear on characters in game. Looks less silly
Combat is much deeper and takes many more factors into account. Agents can block and parry. Formulas may be tweaked in the future.
Implemented all axe skills.
LOTS of behind the scene restructuring. If I do move forward with this game, I want the code to be... well, not a giant mess. So I've made it a lot more manageable.
Created all skills and loaded onto weapons.
Build Kitchen and furniture
Build Butcher
Kitchen Items
Build Great Axe
Flesh out looking around
Updated how enemies Spawn
Build Thief Enemy
Build Warrior Enemy
Build Archer Enemy
Build Fighter Enemy
Different attacks target differently
Fleshed out Character Screen
Increase familiarity when using skills. Higher skills unlock better skills on weapon.
Game fully resets to be replayed!
Targeting now depends on attack. No longer targets already disabled body parts
Build Library
Build Library Furniture
All skills now have a familiarity and coordination requirement to show up in known actions. As you use a weapon and l
Magic - Basic Flame magic implemented. Magic books. Spells are more powerful depending on how many parts of your body are casting.
Enemies drop Items properly when they are killed
Basic Combat
Weapons - Dagger, Sword, Fist, Axe, Bow, Two Handed
Basic Skills -
Armor - Cloth, Leather
Potions - Healing, Ataxia, Wither, Coordination, Strength
Inventory system - Fixed major bugs, now works as intended
Shop
Healing Fountain
Random dungeon Layout
Player Creation
To Be Implemented:
Implement Dagger Skills
Implement Fist Skills
Implement Great Axe Skills
Implement Leg Skills
Implement Round Shield Skills
Implement Sword Skills
All the little here and there tweaks to make it more fun
Make random placement slightly smarter
Game ending
Implement Axe Skills
Implement Bow Skills
Make a second damage type that hurts armor
Change how you hit/defend/do damage
Searching
Jumping/running
Flesh out looking around
Build Great Axe
Build Great Weapon
Character screen
Build Thief Enemy
Build Warrior Enemy
Build Archer Enemy
Build Fighter Enemy
Build Mail Armor
Build Plate Armor
Increase familiarity through using skills
More skills
More weapons
More Armor
Different room sizes/types
Deepen Combat
Build Laboratory
Build Barracks
Build Latrine
Furniture for rooms
Candy:
Searching
Build Laboratory
Build Barracks
Build Latrine
Furniture for rooms
Build Mail Armor
Build Plate Armor
Combos that use different weapons. Ie. Sword in one hand, dagger in other.
Potion of Teleport
Descriptions when you enter rooms
More random encounters
Bigger Monsters
Magic Items
Bug Fixes:
Fixed - In the butcher room, a table can spawn that blocks a doorway.
I had thought I'd worked out handedness way back when. Turns out I had not. NOW I have.
Known Bugs:
When you enter a room and see a new archer, their bow is too high for the FIRST frame
Marburgh 2
Status | In development |
Author | Marcotte173 |
Genre | Role Playing |
More posts
- Devlog 23 - Game JamMar 29, 2022
- Devlog 22- THERE!Mar 02, 2022
- Devlog 21 - Almost thereFeb 16, 2022
- Devlog 20 - ItemsFeb 08, 2022
- Devlog 19 - Here we go againFeb 02, 2022
- Devlog 18 - Game JamJan 21, 2022
- Devlog 17 - Town!Jan 11, 2022
- Devlog 16 - It's been a whileJan 04, 2022
- Devlog 15 - Now What?Dec 09, 2021
- Devlog 14 - Done the Game JamDec 04, 2021
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