Devlog 10 - Game Jam


There's quite a bit to do for the game jam. I'm going to try to finish the "To be implemented list" by the end of the jam in an attempt to get the game to a one floor playable state.

I am currently adding features and trying to find the fun in a single level. If successful, I'll fully flesh it out. If not, I'll move on.

This game is still VERY much in development. It doesn't end. You need to Alt-F4 to exit the game. It doesn't explain how to do anything and many features don't work.

These are all being addressed atm. I'm only uploading it now for the Improve Your Game Jam 18


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 YET ANOTHER bug with handedness


Known Bugs:

When you enter a room and see a new archer, their bow is too high for the FIRST frame

Files

Marburgh 2.zip 22 MB
Nov 21, 2021

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