Mar 20, 2024
As expected, I haven't had a lot of time recently to work on things. In a little bit of downtime, I've tried doing some sprite creation on the ipad which has led to me experimenting a little with the player sprite in the opening scene (inside the house). It's still not very good, but I think I'll leave it for now and push forth with a little development.
On that note, I started working on the battle system a little bit. I created some opening stats for the player. I have the traditional 'fight' command working how I think I want it. Some of the math for damage caused will need to be modified along the way (or enemy stats. or both.). I have not implemented enemy attacks yet, though I did add the game over logic. If you keep selecting 'Bork' you will defeat the enemies and gain experience. Do that a few times and you'll level up and your stats will increase and you'll inflict more damage.
It wasn't too bad to do. Basically I needed to instantiate the player's starting stats when you first start the game. I also needed a few variables for current xp along with previous level's xp that was needed and the next level up's exp needed. After battle, i would increment the players cumulative xp then run a check to see if it was at or above the exp needed for my next level up. If not, it exits battle. If so, it calls a 'levelUp' script that first off modifies the previous level xp required and next level xp required fields. After that, it goes in to the stat increase which I essentially just added random values in a certain range to various stats.
In addition to implementing the enemy attacks, for the player I still need to implement:
- Commands (think magic)
- Items (including some type of inventory system)
- I want stats to play varying roles. So I have a 'stubbornness' stat. It starts out high so I want to periodically trigger the player's character randomly ignoring your instructions (just like a real great pyrenees!). As you level up, your stubbornness level decreases and this happens less and less frequently. I have a 'graceful' stat that is basically agility for attack sequence/order. I need to think on how to use that other than deciding who goes first. for now i'll probably leave that alone.
- I'm sure some other player-centric ideas i'm forgetting, but have jotted down somewhere.
Files
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Tower of Meowgic
Just playing with gb studio. this is not intended for actual playing. just sharing the url with friends.
Status | Prototype |
Author | PestoRavioli |
More posts
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- May 28, 2024May 28, 2024
- May 23, 2024 - It's been awhileMay 23, 2024
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- April 24, 2024Apr 24, 2024
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