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

Tower-of-Meowgic.gb 128 kB
Mar 20, 2024
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Mar 20, 2024

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